Log: Data directory: ../../data/ Log: Parsing parameters: Log: Loading modules: Log: ----------------------------------------------------------- Log: GLB25_FillTestC24Z16 |2500101 Log: GLB25_FillTestC24Z16Offscreen |2500111 Log: GLB25_TriangleTexTestC24Z16 |2500301 Log: GLB25_TriangleTexTestC24Z16Offscreen |2500311 Log: GLB25_TriangleTexVertexLitTestC24Z16 |2500401 Log: GLB25_TriangleTexVertexLitTestC24Z16 |2500411 Log: GLB25_TriangleTexFragmentLitTestC24Z16 |2500501 Log: GLB25_TriangleTexFragmentLitTestC24Z16 |2500511 Log: GLB25_EgyptTestC24Z16_ETC1 |2501001 Log: GLB25_EgyptTestC24Z16_ETC1_Offscreen |2501011 Log: GLB25_EgyptTestC24Z16_PVRTC4 |2501101 Log: GLB25_EgyptTestC24Z16_PVRTC4_Offscreen |2501111 Log: GLB25_EgyptTestC24Z16_DXT1 |2501201 Log: GLB25_EgyptTestC24Z16_DXT1_Offscreen |2501211 Log: GLB25_EgyptTestC24Z16_ETC1to565 |2501401 Log: GLB25_EgyptTestC24Z16_ETC1to565_Offscreen |2501411 Log: GLB25_EgyptTestC24Z24MS4 |2500003 Log: GLB25_EgyptTestC24Z24MS4Offsceen |2500013 Log: GLB25_EgyptTestC24Z16FixedTime |2500005 Log: GLB25_EgyptTestC24Z16OffscreenFixedTime |2500015 Log: GLB25_EgyptTestStandard_inherited |2000000 Log: GLB25_EgyptTestStandardOffscreen_inherited |2000010 Log: GLB25_EgyptTestC24Z16Battery100B |2510000 Log: GLB25_EgyptTestC24Z16Battery100B30FPS |2510004 Log: GLB25_EgyptTestC24Z16Battery50B60FPS |2510005 Log: GLB25_EgyptTestStandard_inheritedBattery100B |2010002 Log: GLB25_EgyptTestStandard_inheritedBattery100B30FPS |2010006 Log: GLB25_EgyptTestStandard_inheritedBattery50B60FPS |2010007 Log: ----------------------------------------------------------- Log: -data ../../data/ Log: -w 1920 Log: -h 1080 Log: -t 2000000 Log: Parsing end. Log: PBuffer Pixmap Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 0 14, Log: PBuffer Pixmap Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 0 18, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,Slow_Config ,8 8 8 8 24 8 0 28, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 4 38, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 8 40, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 4 42, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 8 44, Log: PBuffer Pixmap Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 0 58, Log: PBuffer Pixmap Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 0 62, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,Slow_Config ,8 8 8 8 24 8 0 72, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 4 82, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 8 84, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 4 86, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 8 88, Log: Buffer R G B A Depth Stencil SampleBuf Samples Log: 32 8 8 8 8 0 0 0 0 Log: window: 1920 x 1021 Log: error: program lacks a fragment shader Log: error: program lacks a fragment shader Log: Application::Init() Log: Application::SelectNextTest(GLB25_EgyptTestStandard_inherited) Log: PBuffer Pixmap Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 0 14, Log: PBuffer Pixmap Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 0 18, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,Slow_Config ,8 8 8 8 24 8 0 28, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 4 38, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 8 40, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 4 42, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 8 44, Log: PBuffer Pixmap Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 0 58, Log: PBuffer Pixmap Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 0 62, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,Slow_Config ,8 8 8 8 24 8 0 72, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 4 82, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 0 0 8 84, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 4 86, Log: PBuffer Window Swap_Behaviour_Preserved ,OpenGL_ES OpenGL_ES_2 OpenGL ,None_Caveat,8 8 8 8 24 8 8 88, Log: Buffer R G B A Depth Stencil SampleBuf Samples Log: 32 8 8 8 8 24 8 0 0 Log: window: 1920 x 1080 Log: error: program lacks a fragment shader Log: error: program lacks a fragment shader Log: error: program lacks a fragment shader Log: glGetError 501 Log: Engine initializing... Log: Loading M3G file(New20080203/test3.m3g)... Log: Loading M3G file: done Log: couldn't compile a fragment shader Log: Vertex Shader source: Log: 1: #ifdef GL_ES Log: 2: precision highp float; Log: 3: #endif Log: 4: uniform highp mat4 uniModelViewProjectionMatrix; Log: 5: uniform highp mat4 uniWorldModelMatrix; Log: 6: uniform highp mat3 uniWorldNormalMatrix; Log: 7: uniform highp vec4 uniWorldCameraPos; Log: 8: uniform mediump mat4 uniSunShadowMatrix; Log: 9: attribute mediump vec4 atrVertex; Log: 10: attribute mediump vec3 atrNormal; Log: 11: attribute mediump vec2 atrTexcoordColor; Log: 12: attribute mediump vec2 atrTexcoordBump; Log: 13: attribute mediump vec3 atrTangent; Log: 14: varying mediump vec2 varTexcoordColor; Log: 15: varying mediump vec2 varTexcoordBump; Log: 16: varying mediump vec3 varWorldNormal; Log: 17: varying lowp vec3 varWorldTangent; Log: 18: varying lowp vec3 varWorldBiTangent; Log: 19: varying mediump vec3 varWorldEyeDir; Log: 20: varying mediump vec2 varVertex2; Log: 21: Log: 22: void main (void) Log: 23: { Log: 24: Log: 25: varTexcoordColor=atrTexcoordColor; Log: 26: varTexcoordBump=atrTexcoordBump; Log: 27: gl_Position=uniModelViewProjectionMatrix*atrVertex; Log: 28: varWorldNormal=normalize(uniWorldNormalMatrix*atrNormal); Log: 29: varWorldTangent=normalize(uniWorldNormalMatrix*atrTangent).xyz; Log: 30: varWorldBiTangent=cross(varWorldNormal,varWorldTangent); Log: 31: vec4 worldVertex = uniWorldModelMatrix * atrVertex; Log: 32: varWorldEyeDir=normalize(worldVertex.xyz - uniWorldCameraPos.xyz); Log: 33: varVertex2 = vec2(uniSunShadowMatrix * worldVertex); Log: 34: Log: 35: } Log: Fragment Shader source: Log: 1: #ifdef GL_ES Log: 2: precision mediump float; Log: 3: #endif Log: 4: uniform lowp sampler2D uniSampler2DBump; Log: 5: uniform mediump sampler2D uniSampler2DColor; Log: 6: uniform lowp samplerCube uniSamplerCubeEnvRad; Log: 7: uniform lowp samplerCube uniSamplerCubeEnvRad2; Log: 8: uniform mediump float uniSamplerCubeEnvWeight; Log: 9: uniform mediump float uniSamplerCubeWeight; Log: 10: uniform mediump float uniSamplerCubeWeight2; Log: 11: uniform lowp sampler2D uniSampler2DSunShadow; Log: 12: uniform mediump vec3 uniSunLightDir; Log: 13: uniform lowp sampler2D uniSampler2DIris; Log: 14: varying mediump vec2 varTexcoordColor; Log: 15: varying mediump vec2 varTexcoordBump; Log: 16: varying mediump vec3 varWorldNormal; Log: 17: varying lowp vec3 varWorldTangent; Log: 18: varying lowp vec3 varWorldBiTangent; Log: 19: varying mediump vec3 varWorldEyeDir; Log: 20: varying mediump vec2 varVertex2; Log: 21: Log: 22: void main (void) Log: 23: { Log: 24: Log: 25: mediump vec4 v4color=texture2D(uniSampler2DColor,varTexcoordColor); Log: 26: lowp vec3 faceNormal=varWorldNormal; Log: 27: lowp vec3 bumpNormal=vec3(texture2D(uniSampler2DBump,varTexcoordBump))*2.-1.0; Log: 28: vec3 wBumpN = mat3(varWorldTangent,varWorldBiTangent, faceNormal) * bumpNormal; // transforms the Normal Map-normal from Tangent Space to World space Log: 29: float lighting = max(dot(wBumpN,uniSunLightDir),0.0); // diffuse lighting: N dot L Log: 30: if(uniSamplerCubeEnvWeight>.2) Log: 31: wBumpN = varWorldEyeDir - (2. * dot(wBumpN, varWorldEyeDir) / dot(wBumpN, wBumpN)) * wBumpN; Log: 32: v4color*=textureCube(uniSamplerCubeEnvRad, wBumpN)*uniSamplerCubeWeight+textureCube(uniSamplerCubeEnvRad2, wBumpN)*uniSamplerCubeWeight2+texture2D(uniSampler2DSunShadow, varVertex2.xy)*pow(lighting,max(uniSamplerCubeEnvWeight*10.,1.0))*max(uniSamplerCubeEnvWeight*10.0,1.0); Log: 33: lowp vec2 iriscolor = texture2D (uniSampler2DIris, vec2(0.0)).xy; Log: 34: v4color = (v4color * (2.*iriscolor.x+(2./3.)*iriscolor.y))*(3./2.); Log: 35: gl_FragColor = vec4( v4color.xyz, 1.0); Log: 36: Log: 37: } Log: Log: Log: couldn't compile a fragment shader Log: Vertex Shader source: Log: 1: #ifdef GL_ES Log: 2: precision highp float; Log: 3: #endif Log: 4: uniform highp mat4 uniModelViewProjectionMatrix; Log: 5: uniform highp mat3 uniBonesM[32]; Log: 6: uniform highp vec3 uniBonesT[32]; Log: 7: uniform highp mat4 uniWorldModelMatrix; Log: 8: uniform highp mat3 uniWorldNormalMatrix; Log: 9: uniform highp vec4 uniWorldCameraPos; Log: 10: uniform mediump mat4 uniSunShadowMatrix; Log: 11: attribute mediump vec4 atrVertex; Log: 12: attribute highp vec4 atrBoneIndex; Log: 13: attribute highp vec4 atrBoneWeight; Log: 14: attribute mediump vec3 atrNormal; Log: 15: attribute mediump vec2 atrTexcoordColor; Log: 16: attribute mediump vec2 atrTexcoordBump; Log: 17: attribute mediump vec3 atrTangent; Log: 18: varying mediump vec2 varTexcoordColor; Log: 19: varying mediump vec2 varTexcoordBump; Log: 20: varying mediump vec3 varWorldNormal; Log: 21: varying lowp vec3 varWorldTangent; Log: 22: varying lowp vec3 varWorldBiTangent; Log: 23: varying mediump vec3 varWorldEyeDir; Log: 24: varying mediump vec2 varVertex2; Log: 25: Log: 26: void main (void) Log: 27: { Log: 28: Log: 29: varTexcoordColor=atrTexcoordColor; Log: 30: varTexcoordBump=atrTexcoordBump; Log: 31: ivec4 I = ivec4(atrBoneIndex); Log: 32: mat3 B3 = uniBonesM[I.x]*atrBoneWeight.x + uniBonesM[I.y]*atrBoneWeight.y + uniBonesM[I.z]*atrBoneWeight.z+uniBonesM[I.w]*atrBoneWeight.w; Log: 33: vec3 T = uniBonesT[I.x]*atrBoneWeight.x + uniBonesT[I.y]*atrBoneWeight.y + uniBonesT[I.z]*atrBoneWeight.z+uniBonesT[I.w]*atrBoneWeight.w; Log: 34: vec3 boneVertex = B3*atrVertex.xyz+T; Log: 35: gl_Position=uniModelViewProjectionMatrix*vec4 (boneVertex, 1.0); Log: 36: varWorldNormal=normalize(uniWorldNormalMatrix*(B3*atrNormal)); Log: 37: varWorldTangent=normalize(uniWorldNormalMatrix*(B3*atrTangent)).xyz; Log: 38: varWorldBiTangent=cross(varWorldNormal,varWorldTangent); Log: 39: vec4 worldVertex = uniWorldModelMatrix * atrVertex; Log: 40: varWorldEyeDir=normalize((uniWorldModelMatrix*vec4(boneVertex, 1.0)).xyz-uniWorldCameraPos.xyz); Log: 41: varVertex2 = vec2(uniSunShadowMatrix* vec4(boneVertex, 1.0)).xy; Log: 42: Log: 43: } Log: Fragment Shader source: Log: 1: #ifdef GL_ES Log: 2: precision mediump float; Log: 3: #endif Log: 4: uniform lowp sampler2D uniSampler2DBump; Log: 5: uniform mediump sampler2D uniSampler2DColor; Log: 6: uniform lowp samplerCube uniSamplerCubeEnvRad; Log: 7: uniform lowp samplerCube uniSamplerCubeEnvRad2; Log: 8: uniform mediump float uniSamplerCubeEnvWeight; Log: 9: uniform mediump float uniSamplerCubeWeight; Log: 10: uniform mediump float uniSamplerCubeWeight2; Log: 11: uniform lowp sampler2D uniSampler2DSunShadow; Log: 12: uniform mediump vec3 uniSunLightDir; Log: 13: uniform lowp sampler2D uniSampler2DIris; Log: 14: varying mediump vec2 varTexcoordColor; Log: 15: varying mediump vec2 varTexcoordBump; Log: 16: varying mediump vec3 varWorldNormal; Log: 17: varying lowp vec3 varWorldTangent; Log: 18: varying lowp vec3 varWorldBiTangent; Log: 19: varying mediump vec3 varWorldEyeDir; Log: 20: varying mediump vec2 varVertex2; Log: 21: Log: 22: void main (void) Log: 23: { Log: 24: Log: 25: mediump vec4 v4color=texture2D(uniSampler2DColor,varTexcoordColor); Log: 26: lowp vec3 faceNormal=varWorldNormal; Log: 27: lowp vec3 bumpNormal=vec3(texture2D(uniSampler2DBump,varTexcoordBump))*2.-1.0; Log: 28: vec3 wBumpN = mat3(varWorldTangent,varWorldBiTangent, faceNormal) * bumpNormal; // transforms the Normal Map-normal from Tangent Space to World space Log: 29: float lighting = max(dot(wBumpN,uniSunLightDir),0.0); // diffuse lighting: N dot L Log: 30: if(uniSamplerCubeEnvWeight>.2) Log: 31: wBumpN = varWorldEyeDir - (2. * dot(wBumpN, varWorldEyeDir) / dot(wBumpN, wBumpN)) * wBumpN; Log: 32: v4color*=textureCube(uniSamplerCubeEnvRad, wBumpN)*uniSamplerCubeWeight+textureCube(uniSamplerCubeEnvRad2, wBumpN)*uniSamplerCubeWeight2+texture2D(uniSampler2DSunShadow, varVertex2.xy)*pow(lighting,max(uniSamplerCubeEnvWeight*10.,1.0))*max(uniSamplerCubeEnvWeight*10.0,1.0); Log: 33: lowp vec2 iriscolor = texture2D (uniSampler2DIris, vec2(0.0)).xy; Log: 34: v4color = (v4color * (2.*iriscolor.x+(2./3.)*iriscolor.y))*(3./2.); Log: 35: gl_FragColor = vec4( v4color.xyz, 1.0); Log: 36: Log: 37: } Log: Log: Log: couldn't compile a fragment shader Log: Vertex Shader source: Log: 1: #ifdef GL_ES Log: 2: precision highp float; Log: 3: #endif Log: 4: uniform highp mat4 uniModelViewProjectionMatrix; Log: 5: uniform highp mat4 uniWorldModelMatrix; Log: 6: uniform highp mat3 uniWorldNormalMatrix; Log: 7: uniform highp vec4 uniWorldCameraPos; Log: 8: uniform mediump mat4 uniSunShadowMatrix; Log: 9: attribute mediump vec4 atrVertex; Log: 10: attribute mediump vec3 atrNormal; Log: 11: attribute mediump vec2 atrTexcoordColor; Log: 12: varying mediump vec2 varTexcoordColor; Log: 13: varying mediump vec3 varWorldNormal; Log: 14: varying mediump vec3 varWorldEyeDir; Log: 15: varying mediump vec2 varVertex2; Log: 16: Log: 17: void main (void) Log: 18: { Log: 19: Log: 20: varTexcoordColor=atrTexcoordColor; Log: 21: gl_Position=uniModelViewProjectionMatrix*atrVertex; Log: 22: varWorldNormal=normalize(uniWorldNormalMatrix*atrNormal); Log: 23: vec4 worldVertex = uniWorldModelMatrix * atrVertex; Log: 24: varWorldEyeDir=normalize(worldVertex.xyz - uniWorldCameraPos.xyz); Log: 25: varVertex2 = vec2(uniSunShadowMatrix * worldVertex); Log: 26: Log: 27: } Log: Fragment Shader source: Log: 1: #ifdef GL_ES Log: 2: precision mediump float; Log: 3: #endif Log: 4: uniform mediump sampler2D uniSampler2DColor; Log: 5: uniform lowp samplerCube uniSamplerCubeEnvRad; Log: 6: uniform lowp samplerCube uniSamplerCubeEnvRad2; Log: 7: uniform mediump float uniSamplerCubeEnvWeight; Log: 8: uniform mediump float uniSamplerCubeWeight; Log: 9: uniform mediump float uniSamplerCubeWeight2; Log: 10: uniform lowp sampler2D uniSampler2DSunShadow; Log: 11: uniform mediump vec3 uniSunLightDir; Log: 12: uniform lowp sampler2D uniSampler2DIris; Log: 13: varying mediump vec2 varTexcoordColor; Log: 14: varying mediump vec3 varWorldNormal; Log: 15: varying mediump vec3 varWorldEyeDir; Log: 16: varying mediump vec2 varVertex2; Log: 17: Log: 18: void main (void) Log: 19: { Log: 20: Log: 21: mediump vec4 v4color=texture2D(uniSampler