radeon: Successfully grabbed chipset info from kernel! radeon: DRM version: 2.5.0 ID: 0x71c5 GB: 1 Z: 2 radeon: GART size: 509 MB VRAM size: 256 MB radeon: HyperZ: NO Mesa warning: failed to remap index 22 Mesa warning: failed to remap index 23 Mesa warning: failed to remap index 156 Mesa warning: failed to remap index 157 Mesa warning: failed to remap index 158 Mesa warning: failed to remap index 174 Mesa warning: failed to remap index 175 Mesa warning: failed to remap index 176 Mesa warning: failed to remap index 177 Mesa warning: failed to remap index 178 Mesa warning: failed to remap index 179 Mesa warning: failed to remap index 180 Mesa warning: failed to remap index 399 Mesa warning: failed to remap index 400 Mesa warning: failed to remap index 401 Mesa warning: failed to remap index 402 Mesa warning: failed to remap index 403 Mesa warning: failed to remap index 404 Mesa warning: failed to remap index 405 Mesa: Mesa 7.9-devel DEBUG build Aug 26 2010 20:39:19 Loading "/home/Paulie/.Unigine Sanctuary/unigine.cfg"... Loading "libGL.so.1"... Loading "libopenal.so.1"... Set 1024x768 windowed video mode radeon: Successfully grabbed chipset info from kernel! radeon: DRM version: 2.5.0 ID: 0x71c5 GB: 1 Z: 2 radeon: GART size: 509 MB VRAM size: 256 MB radeon: HyperZ: NO GLRender::GLRender(): Unknown GPU Mesa: User error: GL_INVALID_VALUE in glTexImage2D(internalFormat=0x881a) GLFrameBuffer::check_status(): incomplete attachment Mesa: 5 similar GL_INVALID_VALUE errors Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_VALUE in glTexImage2D(internalFormat=0x881a) GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_VALUE in glTexImage2D(internalFormat=0x881a) GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) OpenGL error: invalid value GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 10) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_15' to target failed (2 vs 1) Allocation of uniform `s_texture_13' to target failed (3 vs 2) Allocation of uniform `s_texture_11' to target failed (4 vs 3) Allocation of uniform `s_texture_3' to target failed (5 vs 4) Allocation of uniform `s_texture_2' to target failed (6 vs 5) Allocation of uniform `s_texture_1' to target failed (7 vs 6) Allocation of uniform `s_material_phong_rim' to target failed (8 vs 7) Allocation of uniform `s_material_shading' to target failed (9 vs 8) Allocation of uniform `s_material_fresnel' to target failed (10 vs 9) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,BASE_LIGHT_OMNI Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_omni.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,PHONG_RIM GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 10) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_15' to target failed (2 vs 1) Allocation of uniform `s_texture_13' to target failed (3 vs 2) Allocation of uniform `s_texture_11' to target failed (4 vs 3) Allocation of uniform `s_texture_3' to target failed (5 vs 4) Allocation of uniform `s_texture_2' to target failed (6 vs 5) Allocation of uniform `s_texture_1' to target failed (7 vs 6) Allocation of uniform `s_material_phong_rim' to target failed (8 vs 7) Allocation of uniform `s_material_shading' to target failed (9 vs 8) Allocation of uniform `s_material_fresnel' to target failed (10 vs 9) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,BASE_LIGHT_OMNI Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_omni.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,PHONG_RIM GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 9) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_11' to target failed (3 vs 2) Allocation of uniform `s_texture_3' to target failed (4 vs 3) Allocation of uniform `s_texture_2' to target failed (5 vs 4) Allocation of uniform `s_texture_1' to target failed (6 vs 5) Allocation of uniform `s_material_phong_rim' to target failed (7 vs 6) Allocation of uniform `s_material_shading' to target failed (8 vs 7) Allocation of uniform `s_material_fresnel' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,BASE_LIGHT_PROJ Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_proj.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,PHONG_RIM GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 9) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_11' to target failed (3 vs 2) Allocation of uniform `s_texture_3' to target failed (4 vs 3) Allocation of uniform `s_texture_2' to target failed (5 vs 4) Allocation of uniform `s_texture_1' to target failed (6 vs 5) Allocation of uniform `s_material_phong_rim' to target failed (7 vs 6) Allocation of uniform `s_material_shading' to target failed (8 vs 7) Allocation of uniform `s_material_fresnel' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,BASE_LIGHT_PROJ Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_proj.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,PHONG_RIM GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 24) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_3' to target failed (3 vs 2) Allocation of uniform `s_texture_2' to target failed (4 vs 3) Allocation of uniform `s_texture_1' to target failed (5 vs 4) Allocation of uniform `s_material_phong_rim' to target failed (6 vs 5) Allocation of uniform `s_material_shading' to target failed (7 vs 6) Allocation of uniform `s_material_fresnel' to target failed (8 vs 7) Allocation of uniform `s_light_shadow_projections' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,BASE_LIGHT_WORLD Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_world.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,PHONG_RIM GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 24) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_3' to target failed (3 vs 2) Allocation of uniform `s_texture_2' to target failed (4 vs 3) Allocation of uniform `s_texture_1' to target failed (5 vs 4) Allocation of uniform `s_material_phong_rim' to target failed (6 vs 5) Allocation of uniform `s_material_shading' to target failed (7 vs 6) Allocation of uniform `s_material_fresnel' to target failed (8 vs 7) Allocation of uniform `s_light_shadow_projections' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,BASE_LIGHT_WORLD Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_world.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,PHONG_RIM GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 10) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_15' to target failed (2 vs 1) Allocation of uniform `s_texture_13' to target failed (3 vs 2) Allocation of uniform `s_texture_11' to target failed (4 vs 3) Allocation of uniform `s_texture_3' to target failed (5 vs 4) Allocation of uniform `s_texture_2' to target failed (6 vs 5) Allocation of uniform `s_texture_1' to target failed (7 vs 6) Allocation of uniform `s_material_phong_rim' to target failed (8 vs 7) Allocation of uniform `s_material_shading' to target failed (9 vs 8) Allocation of uniform `s_material_fresnel' to target failed (10 vs 9) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,BASE_LIGHT_OMNI Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_omni.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,PHONG_RIM,PARALLAX GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 10) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_15' to target failed (2 vs 1) Allocation of uniform `s_texture_13' to target failed (3 vs 2) Allocation of uniform `s_texture_11' to target failed (4 vs 3) Allocation of uniform `s_texture_3' to target failed (5 vs 4) Allocation of uniform `s_texture_2' to target failed (6 vs 5) Allocation of uniform `s_texture_1' to target failed (7 vs 6) Allocation of uniform `s_material_phong_rim' to target failed (8 vs 7) Allocation of uniform `s_material_shading' to target failed (9 vs 8) Allocation of uniform `s_material_fresnel' to target failed (10 vs 9) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,BASE_LIGHT_OMNI Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_omni.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,PHONG_RIM,PARALLAX GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 9) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_11' to target failed (3 vs 2) Allocation of uniform `s_texture_3' to target failed (4 vs 3) Allocation of uniform `s_texture_2' to target failed (5 vs 4) Allocation of uniform `s_texture_1' to target failed (6 vs 5) Allocation of uniform `s_material_phong_rim' to target failed (7 vs 6) Allocation of uniform `s_material_shading' to target failed (8 vs 7) Allocation of uniform `s_material_fresnel' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,BASE_LIGHT_PROJ Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_proj.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,PHONG_RIM,PARALLAX GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 9) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_11' to target failed (3 vs 2) Allocation of uniform `s_texture_3' to target failed (4 vs 3) Allocation of uniform `s_texture_2' to target failed (5 vs 4) Allocation of uniform `s_texture_1' to target failed (6 vs 5) Allocation of uniform `s_material_phong_rim' to target failed (7 vs 6) Allocation of uniform `s_material_shading' to target failed (8 vs 7) Allocation of uniform `s_material_fresnel' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,BASE_LIGHT_PROJ Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_proj.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,PHONG_RIM,PARALLAX GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 24) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_3' to target failed (3 vs 2) Allocation of uniform `s_texture_2' to target failed (4 vs 3) Allocation of uniform `s_texture_1' to target failed (5 vs 4) Allocation of uniform `s_material_phong_rim' to target failed (6 vs 5) Allocation of uniform `s_material_shading' to target failed (7 vs 6) Allocation of uniform `s_material_fresnel' to target failed (8 vs 7) Allocation of uniform `s_light_shadow_projections' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,BASE_LIGHT_WORLD Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_world.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,PHONG_RIM,PARALLAX GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 24) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_3' to target failed (3 vs 2) Allocation of uniform `s_texture_2' to target failed (4 vs 3) Allocation of uniform `s_texture_1' to target failed (5 vs 4) Allocation of uniform `s_material_phong_rim' to target failed (6 vs 5) Allocation of uniform `s_material_shading' to target failed (7 vs 6) Allocation of uniform `s_material_fresnel' to target failed (8 vs 7) Allocation of uniform `s_light_shadow_projections' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,BASE_LIGHT_WORLD Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_world.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,PHONG_RIM,PARALLAX GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 10) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_15' to target failed (2 vs 1) Allocation of uniform `s_texture_13' to target failed (3 vs 2) Allocation of uniform `s_texture_11' to target failed (4 vs 3) Allocation of uniform `s_texture_3' to target failed (5 vs 4) Allocation of uniform `s_texture_2' to target failed (6 vs 5) Allocation of uniform `s_texture_1' to target failed (7 vs 6) Allocation of uniform `s_material_phong_rim' to target failed (8 vs 7) Allocation of uniform `s_material_shading' to target failed (9 vs 8) Allocation of uniform `s_material_fresnel' to target failed (10 vs 9) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,BASE_LIGHT_OMNI Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_omni.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,PHONG_RIM,ALPHA,PARALLAX GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 10) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_15' to target failed (2 vs 1) Allocation of uniform `s_texture_13' to target failed (3 vs 2) Allocation of uniform `s_texture_11' to target failed (4 vs 3) Allocation of uniform `s_texture_3' to target failed (5 vs 4) Allocation of uniform `s_texture_2' to target failed (6 vs 5) Allocation of uniform `s_texture_1' to target failed (7 vs 6) Allocation of uniform `s_material_phong_rim' to target failed (8 vs 7) Allocation of uniform `s_material_shading' to target failed (9 vs 8) Allocation of uniform `s_material_fresnel' to target failed (10 vs 9) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,BASE_LIGHT_OMNI Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_omni.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,PHONG_RIM,ALPHA,PARALLAX GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 9) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_11' to target failed (3 vs 2) Allocation of uniform `s_texture_3' to target failed (4 vs 3) Allocation of uniform `s_texture_2' to target failed (5 vs 4) Allocation of uniform `s_texture_1' to target failed (6 vs 5) Allocation of uniform `s_material_phong_rim' to target failed (7 vs 6) Allocation of uniform `s_material_shading' to target failed (8 vs 7) Allocation of uniform `s_material_fresnel' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,BASE_LIGHT_PROJ Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_proj.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,PHONG_RIM,ALPHA,PARALLAX GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 9) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_11' to target failed (3 vs 2) Allocation of uniform `s_texture_3' to target failed (4 vs 3) Allocation of uniform `s_texture_2' to target failed (5 vs 4) Allocation of uniform `s_texture_1' to target failed (6 vs 5) Allocation of uniform `s_material_phong_rim' to target failed (7 vs 6) Allocation of uniform `s_material_shading' to target failed (8 vs 7) Allocation of uniform `s_material_fresnel' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,BASE_LIGHT_PROJ Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_proj.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,PHONG_RIM,ALPHA,PARALLAX GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 24) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_3' to target failed (3 vs 2) Allocation of uniform `s_texture_2' to target failed (4 vs 3) Allocation of uniform `s_texture_1' to target failed (5 vs 4) Allocation of uniform `s_material_phong_rim' to target failed (6 vs 5) Allocation of uniform `s_material_shading' to target failed (7 vs 6) Allocation of uniform `s_material_fresnel' to target failed (8 vs 7) Allocation of uniform `s_light_shadow_projections' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,BASE_LIGHT_WORLD Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_world.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,PHONG_RIM,ALPHA,PARALLAX GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 24) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_3' to target failed (3 vs 2) Allocation of uniform `s_texture_2' to target failed (4 vs 3) Allocation of uniform `s_texture_1' to target failed (5 vs 4) Allocation of uniform `s_material_phong_rim' to target failed (6 vs 5) Allocation of uniform `s_material_shading' to target failed (7 vs 6) Allocation of uniform `s_material_fresnel' to target failed (8 vs 7) Allocation of uniform `s_light_shadow_projections' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,BASE_LIGHT_WORLD Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_world.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,PHONG_RIM,ALPHA,PARALLAX GLShader::compile(): Allocation of uniform `s_volume_icamera_position' to target failed (0 vs 4) Allocation of uniform `s_depth_range' to target failed (1 vs 7) Allocation of uniform `noise_transform' to target failed (2 vs 0) Allocation of uniform `noise_scale' to target failed (3 vs 1) Allocation of uniform `diffuse_color' to target failed (4 vs 2) Allocation of uniform `s_volume_intersection' to target failed (5 vs 3) Allocation of uniform `s_texture_1' to target failed (6 vs 5) Allocation of uniform `s_texture_0' to target failed (7 vs 6) Material::create_shader(): can't compile "core/shaders/volumes/vertex_sphere_fog_ambient.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,VOLUME_EXP,NOISE,HEIGHT, Material::create_shader(): can't compile "core/shaders/volumes/fragment_sphere_fog_ambient.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,VOLUME_EXP,NOISE,HEIGHT, GLShader::compile(): Allocation of uniform `s_volume_icamera_position' to target failed (0 vs 1) Allocation of uniform `diffuse_color' to target failed (1 vs 0) Material::create_shader(): can't compile "core/shaders/volumes/vertex_sphere_light_ambient.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM, Material::create_shader(): can't compile "core/shaders/volumes/fragment_sphere_light_ambient.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM, GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 10) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_15' to target failed (2 vs 1) Allocation of uniform `s_texture_13' to target failed (3 vs 2) Allocation of uniform `s_texture_11' to target failed (4 vs 3) Allocation of uniform `s_texture_3' to target failed (5 vs 4) Allocation of uniform `s_texture_2' to target failed (6 vs 5) Allocation of uniform `s_texture_1' to target failed (7 vs 6) Allocation of uniform `s_material_phong_rim' to target failed (8 vs 7) Allocation of uniform `s_material_shading' to target failed (9 vs 8) Allocation of uniform `s_material_fresnel' to target failed (10 vs 9) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,BASE_LIGHT_OMNI Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_omni.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,PHONG_RIM,ALPHA GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 10) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_15' to target failed (2 vs 1) Allocation of uniform `s_texture_13' to target failed (3 vs 2) Allocation of uniform `s_texture_11' to target failed (4 vs 3) Allocation of uniform `s_texture_3' to target failed (5 vs 4) Allocation of uniform `s_texture_2' to target failed (6 vs 5) Allocation of uniform `s_texture_1' to target failed (7 vs 6) Allocation of uniform `s_material_phong_rim' to target failed (8 vs 7) Allocation of uniform `s_material_shading' to target failed (9 vs 8) Allocation of uniform `s_material_fresnel' to target failed (10 vs 9) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,BASE_LIGHT_OMNI Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_omni.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,OMNI,SHADOW,PHONG_RIM,ALPHA GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 9) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_11' to target failed (3 vs 2) Allocation of uniform `s_texture_3' to target failed (4 vs 3) Allocation of uniform `s_texture_2' to target failed (5 vs 4) Allocation of uniform `s_texture_1' to target failed (6 vs 5) Allocation of uniform `s_material_phong_rim' to target failed (7 vs 6) Allocation of uniform `s_material_shading' to target failed (8 vs 7) Allocation of uniform `s_material_fresnel' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,BASE_LIGHT_PROJ Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_proj.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,PHONG_RIM,ALPHA GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 9) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_11' to target failed (3 vs 2) Allocation of uniform `s_texture_3' to target failed (4 vs 3) Allocation of uniform `s_texture_2' to target failed (5 vs 4) Allocation of uniform `s_texture_1' to target failed (6 vs 5) Allocation of uniform `s_material_phong_rim' to target failed (7 vs 6) Allocation of uniform `s_material_shading' to target failed (8 vs 7) Allocation of uniform `s_material_fresnel' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,BASE_LIGHT_PROJ Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_proj.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,PHONG_RIM,ALPHA GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 24) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_3' to target failed (3 vs 2) Allocation of uniform `s_texture_2' to target failed (4 vs 3) Allocation of uniform `s_texture_1' to target failed (5 vs 4) Allocation of uniform `s_material_phong_rim' to target failed (6 vs 5) Allocation of uniform `s_material_shading' to target failed (7 vs 6) Allocation of uniform `s_material_fresnel' to target failed (8 vs 7) Allocation of uniform `s_light_shadow_projections' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,BASE_LIGHT_WORLD Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_world.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,PHONG_RIM,ALPHA GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target failed (0 vs 24) Allocation of uniform `color_scale' to target failed (1 vs 0) Allocation of uniform `s_texture_13' to target failed (2 vs 1) Allocation of uniform `s_texture_3' to target failed (3 vs 2) Allocation of uniform `s_texture_2' to target failed (4 vs 3) Allocation of uniform `s_texture_1' to target failed (5 vs 4) Allocation of uniform `s_material_phong_rim' to target failed (6 vs 5) Allocation of uniform `s_material_shading' to target failed (7 vs 6) Allocation of uniform `s_material_fresnel' to target failed (8 vs 7) Allocation of uniform `s_light_shadow_projections' to target failed (9 vs 8) Material::create_shader(): can't compile "core/shaders/meshes/vertex_base_skinned.shader" vertex shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,BASE_LIGHT_WORLD Material::create_shader(): can't compile "core/shaders/meshes/fragment_base_light_world.shader" fragment shader defines: UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,WORLD,SHADOW,PHONG_RIM,ALPHA Mesa: User error: GL_INVALID_VALUE in glTexImage2D(internalFormat=0x881a) GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa warning: glDraw[Range]Elements(start 0, end 514, count 2880, type 0x1403, indices=(nil)) end is out of bounds (max=513) Element Buffer 2 (size 5760) This should probably be fixed in the application. Mesa warning: glDraw[Range]Elements(start 58453, end 59210, count 2673, type 0x1403, indices=0x5d85e) end is out of bounds (max=59209) Element Buffer 6 (size 388416) This should probably be fixed in the application. Mesa warning: glDraw[Range]Elements(start 58453, end 59210, count 2673, type 0x1403, indices=0x5d85e) end is out of bounds (max=59209) Element Buffer 6 (size 388416) This should probably be fixed in the application. Mesa warning: glDraw[Range]Elements(start 0, end 701, count 3672, type 0x1403, indices=(nil)) end is out of bounds (max=700) Element Buffer 12 (size 7344) This should probably be fixed in the application. Mesa warning: glDraw[Range]Elements(start 0, end 701, count 3672, type 0x1403, indices=(nil)) end is out of bounds (max=700) Element Buffer 12 (size 7344) This should probably be fixed in the application. Mesa warning: glDraw[Range]Elements(start 0, end 701, count 3672, type 0x1403, indices=(nil)) end is out of bounds (max=700) Element Buffer 12 (size 7344) This should probably be fixed in the application. OpenGL error: invalid value GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) Mesa: 56 similar GL_INVALID_FRAMEBUFFER_OPERATION errors Mesa warning: glDraw[Range]Elements(start 0, end 514, count 2880, type 0x1403, indices=(nil)) end is out of bounds (max=513) Element Buffer 2 (size 5760) This should probably be fixed in the application. Mesa warning: glDraw[Range]Elements(start 58453, end 59210, count 2673, type 0x1403, indices=0x5d85e) end is out of bounds (max=59209) Element Buffer 6 (size 388416) This should probably be fixed in the application. Mesa warning: glDraw[Range]Elements(start 58453, end 59210, count 2673, type 0x1403, indices=0x5d85e) end is out of bounds (max=59209) Element Buffer 6 (size 388416) This should probably be fixed in the application. OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation GLFrameBuffer::check_status(): incomplete attachment Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete framebuffer) Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawRangeElements(incomplete framebuffer) OpenGL error: invalid framebuffer operation Set 1.00 gamma value Unigine engine http://unigine.com/ Binary: Linux 32bit GCC 4.3.3 Release May 26 2009 App path: /home/Paulie/Stažené/sanctuary-2.2/bin/ Data path: /home/Paulie/Stažené/sanctuary-2.2/data/ Save path: /home/Paulie/.Unigine Sanctuary/ ---- System ---- System: Linux 2.6.35 i686 CPU: Genuine Intel(R) CPU T2300 @ 1.66GHz 1662MHz MMX SSE SSE2 SSE3 HTT GPU: Gallium 0.4 on RV530 2.1 Mesa 7.9-devel System memory: 2012 Mb Video memory: 256 Mb ---- MathLib ---- Set SSE3 simd processor ---- Sound ---- Renderer: PulseAudio Software OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.12.854 Found AL_EXT_LINEAR_DISTANCE Found AL_EXT_OFFSET Found ALC_EXT_EFX Found EFX Filter Found EFX Reverb Found EAX Reverb Found QUAD16 format Found 51CHN16 format Found 61CHN16 format Found 71CHN16 format Maximum sources: 256 Maximum effect slots: 4 Maximum auxiliary sends: 2 ---- Render ---- OpenGL vendor: X.Org R300 Project OpenGL renderer: Gallium 0.4 on RV530 OpenGL version: 2.1 Mesa 7.9-devel Found GL_ARB_map_buffer_range Found GL_ARB_vertex_array_object Found GL_ARB_vertex_buffer_object Found GL_ARB_half_float_vertex Found GL_ARB_occlusion_query Found GL_EXT_texture3D Found GL_EXT_texture_sRGB Found GL_ARB_texture_cube_map Found GL_EXT_texture_edge_clamp Found GL_ARB_texture_border_clamp Found GL_EXT_texture_filter_anisotropic Found GL_ARB_vertex_program Found GL_ARB_fragment_program Found GL_ARB_shader_object Found GL_ARB_vertex_shader Found GL_ARB_fragment_shader Found GL_ARB_depth_texture Found GL_EXT_packed_depth_stencil Found GL_ARB_framebuffer_object Found GL_EXT_framebuffer_blit Found GL_EXT_framebuffer_multisample Found GL_ARB_draw_buffers Found GL_ARB_map_buffer_range Found GL_ARB_texture_compression Found GL_ARB_texture_non_power_of_two Shading language: 1.20 Maximum texture units: 16 Maximum texture size: 4096 Maximum draw buffers: 4 ---- Physics ---- Physics: Multi-threaded ---- Interpreter ---- Version: 2.23 Loading "sanctuary/unigine.cpp" 212ms Loading "demos/sanctuary/locale/unigine.en" dictionary Loading "core/materials/unigine_post.mat" 12 materials 12 shaders 1ms Loading "core/materials/unigine_render.mat" 26 materials 73 shaders 8ms Loading "core/materials/unigine_meshes.mat" 7 materials 1197 shaders 111ms Loading "core/materials/unigine_terrains.mat" 1 material 269 shaders 16ms Loading "core/materials/unigine_grass.mat" 1 material 81 shaders 9ms Loading "core/materials/unigine_particles.mat" 1 material 43 shaders 7ms Loading "core/materials/unigine_billboards.mat" 1 material 33 shaders 5ms Loading "core/materials/unigine_volumes.mat" 5 materials 32 shaders 46ms Loading "core/materials/unigine_guis.mat" 1 material 22 shaders 3ms Loading "core/materials/unigine_water.mat" 1 material 49 shaders 27ms Loading "core/materials/unigine_skies.mat" 1 material 5 shaders 24ms Loading "core/materials/unigine_decals.mat" 1 material 69 shaders 9ms Loading "core/properties/unigine.prop" 2 properties 1ms Unigine~# world_load sanctuary Loading "sanctuary.cpp" 200ms Loading "sanctuary/sanctuary.mat" 54 materials 792ms Loading "sanctuary.world" 2011ms Unigine~# quit Close "libopenal.so.1" Close "libGL.so.1" Memory usage: 128b Allocations: 1 Shutdown