Script iniziato su ven 08 gen 2010 16:32:48 CET ]0;fabio@fabio-mac: ~/games/ETQWfabio@fabio-mac:~/games/ETQW$ exitgdb ./etqw.x86 GNU gdb (GDB) 7.0-ubuntu Copyright (C) 2009 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "i486-linux-gnu". For bug reporting instructions, please see: ... Reading symbols from /home/fabio/games/ETQW/etqw.x86...(no debugging symbols found)...done. (gdb) break yyerror Function "yyerror" not defined. Make breakpoint pending on future shared library load? (y or [n]) y Breakpoint 1 (yyerror) pending. (gdb) r Starting program: /home/fabio/games/ETQW/etqw.x86 [Thread debugging using libthread_db enabled] ETQW 1.4.12343.12343 linux-x86 Jan 16 2008 10:19:41 found interface lo - loopback found interface eth0 - 10.33.4.8/255.255.0.0 found interface tun0 - 10.8.0.1/255.255.255.255 found interface virbr0 - 192.168.122.1/255.255.255.0 CPU: Intel CPU with MMX & SSE & SSE2 & SSE3 ETQW using generic code for SIMD processing enabled Flush-To-Zero mode ------ Initializing File System ------ Loaded pk4 /home/fabio/games/ETQW/base/game000.pk4 with checksum 0x18457bb4 Loaded pk4 /home/fabio/games/ETQW/base/game002.pk4 with checksum 0x40b37d8a Loaded pk4 /home/fabio/games/ETQW/base/pak000.pk4 with checksum 0xb920556e Loaded pk4 /home/fabio/games/ETQW/base/pak001.pk4 with checksum 0x452281ea Loaded pk4 /home/fabio/games/ETQW/base/pak002.pk4 with checksum 0x4082d93f Loaded pk4 /home/fabio/games/ETQW/base/zpak_english000.pk4 with checksum 0x99854ebc [New Thread 0x17f3b70 (LWP 9499)] Current search path: /home/fabio/.etqwcl/base /home/fabio/games/ETQW/base /home/fabio/games/ETQW/base/zpak_english000.pk4 (755 files) /home/fabio/games/ETQW/base/pak002.pk4 (654 files) /home/fabio/games/ETQW/base/pak001.pk4 (1122 files) /home/fabio/games/ETQW/base/pak000.pk4 (6064 files) /home/fabio/games/ETQW/base/game002.pk4 (3 files) /home/fabio/games/ETQW/base/game000.pk4 (3 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- Running in restricted mode. Found /home/fabio/.etqwcl//etqw.pid - pid 9455 Removing stale lock file (/home/fabio/.etqwcl//etqw.pid) ----- Initializing Decls ----- Decompressing the global token cache...3006Kb ------------------------------ execing 'etqwconfig.cfg' execing 'localization/english/defaultbinds.cfg' execing 'etqwbinds.cfg' execing 'autoexec.cfg' Vendor: Device: [New Thread 0x1ff4b70 (LWP 9500)] thread priority set to 1 couldn't exec '/home/fabio/.etqwcl/sdnet/fabio/base/autoexec.cfg' Opening IP socket: localhost:-1 Initializing SDL subsystem Loading GL driver 'libGL.so.1' through SDL Desktop resolution: 1440x900 SDL_ListModes: 1440x900 1280x854 1280x800 1280x720 1152x768 1024x768 800x600 640x480 SDL_ListModes are currently ignored for resolution filtering. Set r_useSDLModes to 1 if you want it Mesa: CPU vendor: GenuineIntel Mesa: CPU name: Genuine Intel(R) CPU T2600 @ 2.16GHz Mesa: Mesa 7.8-devel DEBUG build Jan 8 2010 16:21:39 Mesa warning: software DXTn compression/decompression available Mesa: MMX cpu detected. Mesa: SSE cpu detected. Mesa: Not testing OS support for SSE, leaving enabled. 8/8/8/8 RGBA bits, 24 depth bits, 8 stencil bits no multisampling vsync: SDL reports -1073746728 - broken? ------- Initializing renderSystem -------- [New Thread 0x510eb70 (LWP 9505)] ----- R_InitOpenGL ----- ...using GL_ARB_multitexture ...using GL_ARB_texture_cube_map X..GL_ARB_texture_non_power_of_two not found ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_ARB_texture_rectangle ...using GL_EXT_texture_rectangle ...using GL_EXT_stencil_wrap ...using GL_EXT_stencil_two_side ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program X..GL_EXT_depth_bounds_test not found X..GL_ARB_point_sprite not found ...using GL_ARB_occlusion_query X..GL_EXT_framebuffer_object not found ...using GL_EXT_packed_depth_stencil ...using GL_EXT_blend_minmax ...using GL_ARB_multisample X..GL_ARB_shader_objects not found X..GL_ARB_vertex_shader not found X..GL_ARB_fragment_shader not found X..GL_ARB_fragment_program_shadow not found ...using GL_ARB_shadow ...using GL_ARB_depth_texture ...using GL_EXT_gpu_program_parameters X..GL_EXT_timer_query not found X..GL_GREMEDY_string_marker not found X..GL_EXT_texture_compression_latc not found ---------- R_ARB2_Init ---------- Cg available. --------------------------------- Breakpoint 1, yyerror (locp=0xbfff737c, state=0xbfff8ab4, s=0x5612030 "invalid texture image unit selector") at program_parse.y:2623 2623 program_parse.y: Nessun file o directory. in program_parse.y (gdb) up #1 0x0557fb99 in yyparse (state=) at program_parse.y:2146 2146 in program_parse.y (gdb) up #2 0x05580352 in _mesa_parse_arb_program (ctx=0xb7dd1328, target=34820, str=0xa66900 "!!ARBfp1.0\n\r\n\t\t\r\n\t\t\r\n\t\t\r\n\t\t\r\n\t\t\r\n\t\t\r\n\t\t\r\nOPTION ARB_precision_hint_fastest;\r\n\r\nTEMP\tR0, R1, color, localNormal, worldNormal, ambient, localAmbient, specLook, diffuse;\r\n\r\nPARAM\tsubOne = { -1, -1, -1, -"..., len=3194, state=0xbfff8ab4) at program_parse.y:2689 2689 in program_parse.y (gdb) (gdb) printf "%s", str !!ARBfp1.0 OPTION ARB_precision_hint_fastest; TEMP R0, R1, color, localNormal, worldNormal, ambient, localAmbient, specLook, diffuse; PARAM subOne = { -1, -1, -1, -1 }; PARAM scaleTwo = { 2, 2, 2, 2 }; ATTRIB _diffTC = fragment.texcoord[4]; ATTRIB _bumpTC = fragment.texcoord[1]; TEMP DTLCOORD; MAD DTLCOORD.xy, _bumpTC, program.local[0], program.local[0].zwzw; MUL R1.xy, fragment.position, 0.0625; TEX R1, R1, texture[0], 2D; SLT R1.w, fragment.texcoord[6].w, R1.w; KIL -R1.w; # coverage dither mask # modulate by the diffuse map and constant diffuse factor TEX diffuse, _diffTC, texture[1], 2D; ---Type to continue, or q to quit--- ---Type to continue, or q to quit--- TEMP weight; MOV weight, 1; MUL_SAT weight, weight, fragment.texcoord[1].w; TEX localNormal, _bumpTC, texture[2], 2D; MOV localNormal.x, localNormal.a; MAD localNormal.xy, localNormal, scaleTwo, subOne; TEMP localDetailNormal; TEX localDetailNormal, DTLCOORD, texture[3], 2D; MOV localDetailNormal.x, localDetailNormal.a; MAD localDetailNormal.xy, localDetailNormal, scaleTwo, subOne; MAD localNormal.xy, weight.x, localDetailNormal, localNormal; #Renormalize MOV localNormal.z, 0; DP3 R1.x, localNormal,localNormal; ADD R1.x, 1, -R1.x; RSQ R1.x, R1.x; RCP localNormal.z, R1.x; # put normal into world space DP3 worldNormal.x, fragment.texcoord[5], localNormal; DP3 worldNormal.y, fragment.texcoord[6], localNormal; DP3 worldNormal.z, fragment.texcoord[7], localNormal; # get diffuse lighting from cubemap TEX ambient, worldNormal, texture[4], CUBE; MUL ambient, ambient, program.local[1]; ---Type to continue, or q to quit--- TEMP detailDiff; TEX detailDiff, DTLCOORD, texture[5], 2D; ADD detailDiff, detailDiff, -0.5; MAD diffuse, weight.x, detailDiff, diffuse; MUL color, diffuse, program.local[2]; # kill if we need this # modulate by ambient MUL color, ambient, color; # calc reflection vector: i - 2 * dot(i, n) * n DP3 R1, fragment.texcoord[2], worldNormal; ADD R1, R1, R1; MAD R0, -worldNormal, R1.x, fragment.texcoord[2]; #DP3 ambient.a, fragment.texcoord[2], fragment.texcoord[2]; #RSQ ambient.a, ambient.a; #MUL ambient, fragment.texcoord[2], ambient.a; #MAD ambient, ambient, 0.5, 0.5; # get specular from cubemap TEX ambient, R0, texture[6], CUBE; # modulate by the specular map * 2 TEX specLook, _diffTC, texture[7], 2D; TEMP dtlspecLook; TEX dtlspecLook, DTLCOORD, texture[8], 2D; ADD dtlspecLook, dtlspecLook, -0.5; MAD_SAT specLook, weight.x, dtlspecLook, specLook; ADD R0, specLook, specLook; MAD color, R0, ambient, color; # multiply with ambient brightness MUL color, program.env[0].x, color; ---Type to continue, or q to quit--- # do some special effects if we're compiling certain shaders # we could move this to a separate file but this saves us from # duplicating the shader # modify by the vertex color LRP color.rgb, fragment.color.secondary.x, program.local[3], color; MUL result.color, color, fragment.color; MOV result.color.a, program.env[0].y; #MOV result.color.rgb, fragment.texcoord[7].w; #MAD result.color.rgb, worldNormal, 0.5, 0.5; END (gdb) q A debugging session is active. Inferior 1 [process 9496] will be killed. Quit anyway? (y or n) y ]0;fabio@fabio-mac: ~/games/ETQWfabio@fabio-mac:~/games/ETQW$ exit Script effettuato su ven 08 gen 2010 16:35:12 CET