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  1. ➜ RunningWithRifles primusrun ./launch_game
  2. ➜ RunningWithRifles Creating resource group General
  3. Creating resource group Internal
  4. Creating resource group Autodetect
  5. SceneManagerFactory for type 'DefaultSceneManager' registered.
  6. Registering ResourceManager for type Material
  7. Registering ResourceManager for type Mesh
  8. Registering ResourceManager for type Skeleton
  9. MovableObjectFactory for type 'ParticleSystem' registered.
  10. OverlayElementFactory for type Panel registered.
  11. OverlayElementFactory for type BorderPanel registered.
  12. OverlayElementFactory for type TextArea registered.
  13. Registering ResourceManager for type Font
  14. ArchiveFactory for archive type FileSystem registered.
  15. ArchiveFactory for archive type Zip registered.
  16. DDS codec registering
  17. FreeImage version: 3.15.1
  18. This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
  19. Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,sti
  20. Registering ResourceManager for type HighLevelGpuProgram
  21. Registering ResourceManager for type Compositor
  22. MovableObjectFactory for type 'Entity' registered.
  23. MovableObjectFactory for type 'Light' registered.
  24. MovableObjectFactory for type 'BillboardSet' registered.
  25. MovableObjectFactory for type 'ManualObject' registered.
  26. MovableObjectFactory for type 'BillboardChain' registered.
  27. MovableObjectFactory for type 'RibbonTrail' registered.
  28. *-*-* OGRE Initialising
  29. *-*-* Version 1.7.2 (Cthugha)
  30. : initializing graphics
  31. : loading plugins
  32. Loading library lib/RenderSystem_GL.so
  33. libGL error: unable to load driver: i965_dri.so
  34. libGL error: driver pointer missing
  35. libGL error: failed to load driver: i965
  36. libGL error: unable to load driver: swrast_dri.so
  37. libGL error: failed to load driver: swrast
  38. Installing plugin: GL RenderSystem
  39. OpenGL Rendering Subsystem created.
  40. Plugin successfully installed
  41. : initializing render system
  42. : render system initialized
  43. : initializing render window
  44. CPU Identifier & Features
  45. -------------------------
  46. * CPU ID: GenuineIntel: Intel(R) Core(TM) i5-3337U CPU @ 1.80GHz
  47. * SSE: yes
  48. * SSE2: yes
  49. * SSE3: yes
  50. * MMX: yes
  51. * MMXEXT: yes
  52. * 3DNOW: no
  53. * 3DNOWEXT: no
  54. * CMOV: yes
  55. * TSC: yes
  56. * FPU: yes
  57. * PRO: yes
  58. * HT: no
  59. -------------------------
  60. ******************************
  61. *** Starting GLX Subsystem ***
  62. ******************************
  63. GLRenderSystem::_createRenderWindow "RUNNING WITH RIFLES Launcher (c) Modulaatio Games 2014", 640x480 windowed miscParams: FSAA=0 displayFrequency=60 MHz gamma=No vsync=No
  64. GLXWindow::create used FBConfigID = 261
  65. GL_VERSION = 4.4.0 NVIDIA 340.46
  66. GL_VENDOR = NVIDIA Corporation
  67. GL_RENDERER = GeForce GT 720M/PCIe/SSE2
  68. GL_EXTENSIONS = GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
  69. Supported GLX extensions: GLX_ARB_get_proc_address GLX_ARB_create_context GLX_ARB_create_context_profile
  70. ***************************
  71. *** GL Renderer Started ***
  72. ***************************
  73. Registering ResourceManager for type GpuProgram
  74. GLSL support detected
  75. GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
  76. FBO PF_UNKNOWN depth/stencil support: D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  77. FBO PF_L8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  78. FBO PF_A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  79. FBO PF_A4L4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  80. FBO PF_BYTE_LA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  81. FBO PF_R5G6B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  82. FBO PF_B5G6R5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  83. FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  84. FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  85. FBO PF_R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  86. FBO PF_B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  87. FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  88. FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  89. FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  90. FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  91. FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  92. FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  93. FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  94. FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  95. FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  96. FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  97. FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  98. FBO PF_R3G3B2 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  99. FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  100. FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  101. FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  102. FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  103. FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
  104. [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
  105. RenderSystem capabilities
  106. -------------------------
  107. RenderSystem Name: OpenGL Rendering Subsystem
  108. GPU Vendor: nvidia
  109. Device Name: GeForce GT 720M/PCIe/SSE2
  110. Driver Version: 4.4.0.0
  111. * Fixed function pipeline: yes
  112. * Hardware generation of mipmaps: yes
  113. * Texture blending: yes
  114. * Anisotropic texture filtering: yes
  115. * Dot product texture operation: yes
  116. * Cube mapping: yes
  117. * Hardware stencil buffer: yes
  118. - Stencil depth: 8
  119. - Two sided stencil support: yes
  120. - Wrap stencil values: yes
  121. * Hardware vertex / index buffers: yes
  122. * Vertex programs: yes
  123. * Number of floating-point constants for vertex programs: 1024
  124. * Number of integer constants for vertex programs: 0
  125. * Number of boolean constants for vertex programs: 0
  126. * Fragment programs: yes
  127. * Number of floating-point constants for fragment programs: 512
  128. * Number of integer constants for fragment programs: 0
  129. * Number of boolean constants for fragment programs: 0
  130. * Geometry programs: yes
  131. * Number of floating-point constants for geometry programs: 512
  132. * Number of integer constants for geometry programs: 0
  133. * Number of boolean constants for geometry programs: 0
  134. * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4gp gpu_gp nvgp4 vp30 vp40
  135. * Texture Compression: yes
  136. - DXT: yes
  137. - VTC: yes
  138. - PVRTC: no
  139. * Scissor Rectangle: yes
  140. * Hardware Occlusion Query: yes
  141. * User clip planes: yes
  142. * VET_UBYTE4 vertex element type: yes
  143. * Infinite far plane projection: yes
  144. * Hardware render-to-texture: yes
  145. * Floating point textures: yes
  146. * Non-power-of-two textures: yes
  147. * Volume textures: yes
  148. * Multiple Render Targets: 8
  149. - With different bit depths: yes
  150. * Point Sprites: yes
  151. * Extended point parameters: yes
  152. * Max Point Size: 2047
  153. * Vertex texture fetch: yes
  154. * Number of world matrices: 0
  155. * Number of texture units: 32
  156. * Stencil buffer depth: 8
  157. * Number of vertex blend matrices: 0
  158. - Max vertex textures: 32
  159. - Vertex textures shared: yes
  160. * Render to Vertex Buffer : yes
  161. * GL 1.5 without VBO workaround: no
  162. * Frame Buffer objects: yes
  163. * Frame Buffer objects (ARB extension): no
  164. * Frame Buffer objects (ATI extension): no
  165. * PBuffer support: yes
  166. * GL 1.5 without HW-occlusion workaround: no
  167. Registering ResourceManager for type Texture
  168. DefaultWorkQueue('Root') initialising on thread 0x86217e0.
  169. DefaultWorkQueue('Root')::WorkerFunc - thread 0x8760fa8 starting.
  170. DefaultWorkQueue('Root')::WorkerFunc - thread 0x8705d80 starting.
  171. DefaultWorkQueue('Root')::WorkerFunc - thread 0x8691810 starting.
  172. DefaultWorkQueue('Root')::WorkerFunc - thread 0x8763480 starting.
  173. Particle Renderer Type 'billboard' registered
  174. : render window initialized
  175. Added resource location 'media/textures_config' of type 'FileSystem' to resource group 'General'
  176. Added resource location 'media/packages/vanilla/fonts' of type 'FileSystem' to resource group 'General'
  177. Added resource location 'media/config.pak' of type 'Zip' to resource group 'General'
  178. Parsing scripts for resource group Autodetect
  179. Finished parsing scripts for resource group Autodetect
  180. Parsing scripts for resource group General
  181. Parsing script menusystem.material
  182. Parsing script input_font_outline_050.fontdef
  183. Parsing script input_font_outline_025.fontdef
  184. Parsing script basic_font_outline_025.fontdef
  185. Parsing script basic_font.fontdef
  186. Parsing script basic_font_025.fontdef
  187. Parsing script input_font_outline.fontdef
  188. Parsing script basic_font_050.fontdef
  189. Parsing script basic_font_outline.fontdef
  190. Parsing script basic_font_outline_050.fontdef
  191. Finished parsing scripts for resource group General
  192. Parsing scripts for resource group Internal
  193. Finished parsing scripts for resource group Internal
  194. OverlayElementFactory for type TextArea2 registered.
  195. Texture: config_background.png: Loading 1 faces(PF_A8R8G8B8,640x480x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,640x480x1.
  196. Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
  197. Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
  198. : Config file load failed, file /home/derek/.running_with_rifles/config.xml
  199. : Acceptable resolutions = 5
  200. Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
  201. : application start done
  202. : rendering the first frame
  203. : first frame rendered ok
  204. : adding frame listener
  205. : run simulation
  206. : starting rendering loop
  207. Texture: basic_font_outline_050.tga: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
  208. libGL error: unable to load driver: i965_dri.so
  209. libGL error: driver pointer missing
  210. libGL error: failed to load driver: i965
  211. libGL error: unable to load driver: swrast_dri.so
  212. libGL error: failed to load driver: swrast
  213. X Error of failed request: GLXBadContext
  214. Major opcode of failed request: 156 (GLX)
  215. Minor opcode of failed request: 6 (X_GLXIsDirect)
  216. Serial number of failed request: 39
  217. Current serial number in output stream: 38
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