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- glDepthMask(GL_TRUE)
- glStencilMask(1)
- glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
- glBindBuffer(GL_ARRAY_BUFFER, 37)
- glBufferData(GL_ARRAY_BUFFER, 1360, 0x00000000, GL_STREAM_DRAW)
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 37)
- glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES) = 0x764d0000
- glUnmapBufferOES(GL_ARRAY_BUFFER) = GL_TRUE
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glBufferData(GL_ARRAY_BUFFER, 96, 0x00000000, GL_STREAM_DRAW)
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES) = 0x76de2000
- glUnmapBufferOES(GL_ARRAY_BUFFER) = GL_TRUE
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0x00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 24, 0x0000000c)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 24, 0x00000010)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 39)
- glDepthMask(GL_FALSE)
- glStencilMask(255)
- glBindTexture(GL_TEXTURE_2D, 10)
- glUniformMatrix4fv(2, 1, GL_FALSE, 0x76e21288)
- glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0x00000000)
- glDisableVertexAttribArray(0)
- glDisableVertexAttribArray(1)
- glDisableVertexAttribArray(4)
- glBindBuffer(GL_ARRAY_BUFFER, 37)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0x00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 20, 0x0000000c)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 2, GL_UNSIGNED_SHORT, GL_TRUE, 20, 0x00000010)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 38)
- glUseProgram(15)
- glDisable(GL_CULL_FACE)
- glBindTexture(GL_TEXTURE_2D, 14)
- glDrawElements(GL_TRIANGLE_STRIP, 100, GL_UNSIGNED_SHORT, 0x00000000)
- glDisableVertexAttribArray(0)
- glDisableVertexAttribArray(1)
- glDisableVertexAttribArray(4)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glBufferData(GL_ARRAY_BUFFER, 96, 0x00000000, GL_STREAM_DRAW)
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES) = 0x76de2000
- glUnmapBufferOES(GL_ARRAY_BUFFER) = GL_TRUE
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0x00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 24, 0x0000000c)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 24, 0x00000010)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 39)
- glUseProgram(12)
- glEnable(GL_CULL_FACE)
- glCullFace(GL_BACK)
- glBindTexture(GL_TEXTURE_2D, 12)
- glUniformMatrix4fv(2, 1, GL_FALSE, 0x76e24630)
- glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0x00000000)
- glDisableVertexAttribArray(0)
- glDisableVertexAttribArray(1)
- glDisableVertexAttribArray(4)
- glBufferData(GL_ARRAY_BUFFER, 96, 0x00000000, GL_STREAM_DRAW)
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES) = 0x76de2000
- glUnmapBufferOES(GL_ARRAY_BUFFER) = GL_TRUE
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0x00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 24, 0x0000000c)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 24, 0x00000010)
- glUniformMatrix4fv(2, 1, GL_FALSE, 0x76e283f8)
- glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0x00000000)
- glDisableVertexAttribArray(0)
- glDisableVertexAttribArray(1)
- glDisableVertexAttribArray(4)
- glBufferData(GL_ARRAY_BUFFER, 96, 0x00000000, GL_STREAM_DRAW)
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES) = 0x76de2000
- glUnmapBufferOES(GL_ARRAY_BUFFER) = GL_TRUE
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0x00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 24, 0x0000000c)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 24, 0x00000010)
- glUniformMatrix4fv(2, 1, GL_FALSE, 0x76e27558)
- glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0x00000000)
- glDisableVertexAttribArray(0)
- glDisableVertexAttribArray(1)
- glDisableVertexAttribArray(4)
- glBufferData(GL_ARRAY_BUFFER, 96, 0x00000000, GL_STREAM_DRAW)
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES) = 0x76de2000
- glUnmapBufferOES(GL_ARRAY_BUFFER) = GL_TRUE
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0x00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 24, 0x0000000c)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 24, 0x00000010)
- glUniformMatrix4fv(2, 1, GL_FALSE, 0x76e28970)
- glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0x00000000)
- glDisableVertexAttribArray(0)
- glDisableVertexAttribArray(1)
- glDisableVertexAttribArray(4)
- glBufferData(GL_ARRAY_BUFFER, 96, 0x00000000, GL_STREAM_DRAW)
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES) = 0x76de2000
- glUnmapBufferOES(GL_ARRAY_BUFFER) = GL_TRUE
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0x00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 24, 0x0000000c)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 24, 0x00000010)
- glUniformMatrix4fv(2, 1, GL_FALSE, 0x76eb0958)
- glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0x00000000)
- glDisableVertexAttribArray(0)
- glDisableVertexAttribArray(1)
- glDisableVertexAttribArray(4)
- glBufferData(GL_ARRAY_BUFFER, 96, 0x00000000, GL_STREAM_DRAW)
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES) = 0x76de2000
- glUnmapBufferOES(GL_ARRAY_BUFFER) = GL_TRUE
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0x00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 24, 0x0000000c)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 24, 0x00000010)
- glBindTexture(GL_TEXTURE_2D, 10)
- glUniformMatrix4fv(2, 1, GL_FALSE, 0x76e22a78)
- glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0x00000000)
- glDisableVertexAttribArray(0)
- glDisableVertexAttribArray(1)
- glDisableVertexAttribArray(4)
- glBufferData(GL_ARRAY_BUFFER, 96, 0x00000000, GL_STREAM_DRAW)
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES) = 0x76de2000
- glUnmapBufferOES(GL_ARRAY_BUFFER) = GL_TRUE
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0x00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 24, 0x0000000c)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 24, 0x00000010)
- glUniformMatrix4fv(2, 1, GL_FALSE, 0x765472e0)
- glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0x00000000)
- glDisableVertexAttribArray(0)
- glDisableVertexAttribArray(1)
- glDisableVertexAttribArray(4)
- glBufferData(GL_ARRAY_BUFFER, 96, 0x00000000, GL_STREAM_DRAW)
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES) = 0x76de2000
- glUnmapBufferOES(GL_ARRAY_BUFFER) = GL_TRUE
- glBindBuffer(GL_ARRAY_BUFFER, 0)
- glBindBuffer(GL_ARRAY_BUFFER, 40)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0x00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 24, 0x0000000c)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 24, 0x00000010)
- glBindTexture(GL_TEXTURE_2D, 12)
- glUniformMatrix4fv(2, 1, GL_FALSE, 0x76545d30)
- glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0x00000000)
- glDisableVertexAttribArray(0)
- glDisableVertexAttribArray(1)
- glDisableVertexAttribArray(4)
- glBindBuffer(GL_ARRAY_BUFFER, 45)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0x00000000)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 24, 0x0000000c)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 24, 0x00000010)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 46)
- glBindTexture(GL_TEXTURE_2D, 2)
- glUniformMatrix4fv(2, 1, GL_FALSE, 0x76548e40)
- glDrawElements(GL_TRIANGLE_STRIP, 202, GL_UNSIGNED_SHORT, 0x00000000)
- glDisableVertexAttribArray(0)
- glDisableVertexAttribArray(1)
- glDisableVertexAttribArray(4)
- eglGetError() = EGL_SUCCESS
- eglSwapBuffers(0x00000001, 0x25d00048) = EGL_TRUE
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