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- Preloaded type GtkListStore
- Preloaded type GtkWindow
- Preloaded type GtkVBox
- Preloaded type GtkImage
- Preloaded type GtkNotebook
- Preloaded type GtkHBox
- Preloaded type GtkFrame
- Preloaded type GtkAlignment
- Preloaded type GtkTreeView
- Preloaded type GtkLabel
- Preloaded type GtkCheckButton
- Preloaded type GtkScrolledWindow
- Preloaded type GtkComboBox
- ndr version warning. 1.5
- displaymanager : trying .X11-unix
- client :0 has 1 screens
- displaymanager screen (0): 1920 x 1080
- Using libudev for joystick management
- Importing game controller configs
- /dev/input/js0: driver version: 2.1.0 (20100)
- /dev/input/js0: Too many axes; using axes 0 - 27 and ignoring axes 28 - 36
- /dev/input/js0: Too many buttons; using buttons 0 - 19 and ignoring buttons 20 - 68
- /dev/input/js0: fd 6, buttons 20, axes 28, name A4TECH USB Device
- /dev/input/js0: axis 0: raw -32767, mapped 0.000000
- /dev/input/js0: axis 1: raw -32767, mapped 0.000000
- /dev/input/js0: axis 2: raw -32767, mapped 0.000000
- /dev/input/js0: axis 3: raw -32767, mapped 0.000000
- /dev/input/js0: axis 4: raw -32767, mapped 0.000000
- /dev/input/js0: axis 5: raw -32767, mapped 0.000000
- /dev/input/js0: axis 6: raw -32767, mapped 0.000000
- /dev/input/js0: axis 7: raw -32767, mapped 0.000000
- /dev/input/js0: axis 8: raw -32767, mapped 0.000000
- /dev/input/js0: axis 9: raw -32767, mapped 0.000000
- /dev/input/js0: axis 10: raw 0, mapped 0.000000
- /dev/input/js0: axis 11: raw 0, mapped 0.000000
- /dev/input/js0: axis 12: raw -32767, mapped 0.000000
- /dev/input/js0: axis 13: raw -32767, mapped 0.000000
- /dev/input/js0: axis 14: raw -32767, mapped 0.000000
- /dev/input/js0: axis 15: raw -32767, mapped 0.000000
- /dev/input/js0: axis 16: raw -32767, mapped 0.000000
- /dev/input/js0: axis 17: raw -32767, mapped 0.000000
- /dev/input/js0: axis 18: raw -32767, mapped 0.000000
- /dev/input/js0: axis 19: raw -32767, mapped 0.000000
- /dev/input/js0: axis 20: raw -32767, mapped 0.000000
- /dev/input/js0: axis 21: raw -32767, mapped 0.000000
- /dev/input/js0: axis 22: raw -32767, mapped 0.000000
- /dev/input/js0: axis 23: raw -32767, mapped 0.000000
- /dev/input/js0: axis 24: raw -32767, mapped 0.000000
- /dev/input/js0: axis 25: raw -32767, mapped 0.000000
- /dev/input/js0: axis 26: raw -32767, mapped 0.000000
- /dev/input/js0: axis 27: raw -32767, mapped 0.000000
- /dev/input/js0: axis 28: raw -32767, mapped 0.000000
- Assigning joystick 1
- Selecting FBConfig
- GLX_FBCONFIG_ID=135
- GLX_BUFFER_SIZE=32
- GLX_DOUBLEBUFFER=1
- GLX_RED_SIZE=8
- GLX_GREEN_SIZE=8
- GLX_BLUE_SIZE=8
- GLX_ALPHA_SIZE=8
- GLX_DEPTH_SIZE=24
- GLX_STENCIL_SIZE=8
- GLX_SAMPLES_ARB=0
- GLX_SAMPLE_BUFFERS_ARB=0
- GLX_STEREO=0
- GLX_CONFIG_CAVEAT=NONE
- Desktop is 1920 x 1080 @ 60 Hz
- Initialize engine version: 5.3.0f4 (2524e04062b4)
- GfxDevice: creating device client; threaded=1
- GLX Extensions: GLX_ARB_create_context GLX_ARB_create_context_profile GLX_ARB_create_context_robustness GLX_ARB_fbconfig_float GLX_ARB_framebuffer_sRGB GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_framebuffer_sRGB GLX_EXT_create_context_es2_profile GLX_MESA_copy_sub_buffer GLX_MESA_multithread_makecurrent GLX_MESA_query_renderer GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_SGI_make_current_read GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event
- Setting maxVSyncInterval to 4
- Renderer: Gallium 0.4 on AMD PITCAIRN (DRM 2.43.0, LLVM 3.7.1)
- Vendor: X.Org
- Version: 3.0 Mesa 11.1.2
- GLES: 0
- GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_pinned_memory GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_derivative_control GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebu
- ffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_barrier GL_AR
- B_texture_border_clamp 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_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_window_pos GL_ATI_blend_equation_separate GL_ATI_draw_buffers GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra 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_copy_texture GL_EXT_depth_bounds_test 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_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters 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_polygon_offset GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color
- GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_array 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_KHR_context_flush_control GL_KHR_debug GL_MESA_pack_invert GL_MESA_texture_signed_rgba GL_MESA_window_pos GL_NV_blend_square GL_N
- V_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vdpau_interop GL_OES_EGL_image GL_OES_read_format GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
- OPENGL LOG: Creating OpenGL 3.0 graphics device
- -------- Shader compilation failed
- #version 150
- #extension GL_ARB_explicit_attrib_location : require
- #extension GL_ARB_shader_bit_encoding : enable
- uniform vec4 _Time;
- uniform vec4 _SinTime;
- uniform vec4 _CosTime;
- uniform vec4 unity_DeltaTime;
- uniform vec3 _WorldSpaceCameraPos;
- uniform vec4 _ProjectionParams;
- uniform vec4 _ScreenParams;
- uniform vec4 _ZBufferParams;
- uniform vec4 unity_OrthoParams;
- uniform vec4 unity_CameraWorldClipPlanes[6];
- uniform mat4 unity_CameraProjection;
- uniform mat4 unity_CameraInvProjection;
- uniform vec4 _WorldSpaceLightPos0;
- uniform vec4 _LightPositionRange;
- uniform vec4 unity_4LightPosX0;
- uniform vec4 unity_4LightPosY0;
- uniform vec4 unity_4LightPosZ0;
- uniform vec4 unity_4LightAtten0;
- uniform vec4 unity_LightColor[8];
- uniform vec4 unity_LightPosition[8];
- uniform vec4 unity_LightAtten[8];
- uniform vec4 unity_SpotDirection[8];
- uniform vec4 unity_SHAr;
- uniform vec4 unity_SHAg;
- uniform vec4 unity_SHAb;
- uniform vec4 unity_SHBr;
- uniform vec4 unity_SHBg;
- uniform vec4 unity_SHBb;
- uniform vec4 unity_SHC;
- uniform vec3 unity_LightColor0;
- uniform vec3 unity_LightColor1;
- uniform vec3 unity_LightColor2;
- uniform vec3 unity_LightColor3;
- uniform vec4 unity_ShadowSplitSpheres[4];
- uniform vec4 unity_ShadowSplitSqRadii;
- uniform vec4 unity_LightShadowBias;
- uniform vec4 _LightSplitsNear;
- uniform vec4 _LightSplitsFar;
- uniform mat4 unity_World2Shadow[4];
- uniform vec4 _LightShadowData;
- uniform vec4 unity_ShadowFadeCenterAndType;
- uniform mat4 glstate_matrix_mvp;
- uniform mat4 glstate_matrix_modelview0;
- uniform mat4 glstate_matrix_invtrans_modelview0;
- uniform mat4 _Object2World;
- uniform mat4 _World2Object;
- uniform vec4 unity_LODFade;
- uniform vec4 unity_WorldTransformParams;
- uniform mat4 glstate_matrix_transpose_modelview0;
- uniform mat4 glstate_matrix_projection;
- uniform vec4 glstate_lightmodel_ambient;
- uniform mat4 unity_MatrixV;
- uniform mat4 unity_MatrixVP;
- uniform vec4 unity_AmbientSky;
- uniform vec4 unity_AmbientEquator;
- uniform vec4 unity_AmbientGround;
- uniform vec4 unity_FogColor;
- uniform vec4 unity_FogParams;
- uniform vec4 unity_LightmapST;
- uniform vec4 unity_DynamicLightmapST;
- uniform vec4 unity_SpecCube0_BoxMax;
- uniform vec4 unity_SpecCube0_BoxMin;
- uniform vec4 unity_SpecCube0_ProbePosition;
- uniform vec4 unity_SpecCube0_HDR;
- uniform vec4 unity_SpecCube1_BoxMax;
- uniform vec4 unity_SpecCube1_BoxMin;
- uniform vec4 unity_SpecCube1_ProbePosition;
- uniform vec4 unity_SpecCube1_HDR;
- in vec4 in_POSITION0;
- vec4 t0;
- void main()
- {
- t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
- t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
- t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
- gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
- return;
- }
- -------- failed compiling:
- vertex shader
- -------- Shader compilation failed
- #version 150
- #extension GL_ARB_explicit_attrib_location : require
- #extension GL_ARB_shader_bit_encoding : enable
- layout(location = 0) out vec4 SV_Target0;
- void main()
- {
- SV_Target0 = vec4(1.0, 0.0, 1.0, 1.0);
- return;
- }
- -------- failed compiling:
- fragment evaluation shader
- Note: Creation of internal variant of shader 'Hidden/InternalErrorShader' failed.
- WARNING: Shader Unsupported: 'Hidden/InternalErrorShader' - Pass '' has no vertex shader
- WARNING: Shader Unsupported: 'Hidden/InternalErrorShader' - Setting to default shader.
- -------- Shader compilation failed
- #version 150
- #extension GL_ARB_explicit_attrib_location : require
- #extension GL_ARB_shader_bit_encoding : enable
- uniform vec4 _Time;
- uniform vec4 _SinTime;
- uniform vec4 _CosTime;
- uniform vec4 unity_DeltaTime;
- uniform vec3 _WorldSpaceCameraPos;
- uniform vec4 _ProjectionParams;
- uniform vec4 _ScreenParams;
- uniform vec4 _ZBufferParams;
- uniform vec4 unity_OrthoParams;
- uniform vec4 unity_CameraWorldClipPlanes[6];
- uniform mat4 unity_CameraProjection;
- uniform mat4 unity_CameraInvProjection;
- uniform vec4 _WorldSpaceLightPos0;
- uniform vec4 _LightPositionRange;
- uniform vec4 unity_4LightPosX0;
- uniform vec4 unity_4LightPosY0;
- uniform vec4 unity_4LightPosZ0;
- uniform vec4 unity_4LightAtten0;
- uniform vec4 unity_LightColor[8];
- uniform vec4 unity_LightPosition[8];
- uniform vec4 unity_LightAtten[8];
- uniform vec4 unity_SpotDirection[8];
- uniform vec4 unity_SHAr;
- uniform vec4 unity_SHAg;
- uniform vec4 unity_SHAb;
- uniform vec4 unity_SHBr;
- uniform vec4 unity_SHBg;
- uniform vec4 unity_SHBb;
- uniform vec4 unity_SHC;
- uniform vec3 unity_LightColor0;
- uniform vec3 unity_LightColor1;
- uniform vec3 unity_LightColor2;
- uniform vec3 unity_LightColor3;
- uniform vec4 unity_ShadowSplitSpheres[4];
- uniform vec4 unity_ShadowSplitSqRadii;
- uniform vec4 unity_LightShadowBias;
- uniform vec4 _LightSplitsNear;
- uniform vec4 _LightSplitsFar;
- uniform mat4 unity_World2Shadow[4];
- uniform vec4 _LightShadowData;
- uniform vec4 unity_ShadowFadeCenterAndType;
- uniform mat4 glstate_matrix_mvp;
- uniform mat4 glstate_matrix_modelview0;
- uniform mat4 glstate_matrix_invtrans_modelview0;
- uniform mat4 _Object2World;
- uniform mat4 _World2Object;
- uniform vec4 unity_LODFade;
- uniform vec4 unity_WorldTransformParams;
- uniform mat4 glstate_matrix_transpose_modelview0;
- uniform mat4 glstate_matrix_projection;
- uniform vec4 glstate_lightmodel_ambient;
- uniform mat4 unity_MatrixV;
- uniform mat4 unity_MatrixVP;
- uniform vec4 unity_AmbientSky;
- uniform vec4 unity_AmbientEquator;
- uniform vec4 unity_AmbientGround;
- uniform vec4 unity_FogColor;
- uniform vec4 unity_FogParams;
- uniform vec4 unity_LightmapST;
- uniform vec4 unity_DynamicLightmapST;
- uniform vec4 unity_SpecCube0_BoxMax;
- uniform vec4 unity_SpecCube0_BoxMin;
- uniform vec4 unity_SpecCube0_ProbePosition;
- uniform vec4 unity_SpecCube0_HDR;
- uniform vec4 unity_SpecCube1_BoxMax;
- uniform vec4 unity_SpecCube1_BoxMin;
- uniform vec4 unity_SpecCube1_ProbePosition;
- uniform vec4 unity_SpecCube1_HDR;
- uniform vec4 unity_ColorSpaceGrey;
- uniform vec4 unity_ColorSpaceDouble;
- uniform vec4 unity_ColorSpaceDielectricSpec;
- uniform vec4 unity_ColorSpaceLuminance;
- uniform vec4 unity_Lightmap_HDR;
- uniform vec4 unity_DynamicLightmap_HDR;
- uniform vec4 _Color;
- uniform float _AlphaSplitEnabled;
- in vec4 in_POSITION0;
- in vec4 in_COLOR0;
- in vec2 in_TEXCOORD0;
- out vec4 vs_COLOR0;
- out vec2 vs_TEXCOORD0;
- vec4 t0;
- void main()
- {
- t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
- t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
- t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
- gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
- vs_COLOR0 = in_COLOR0 * _Color;
- vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
- return;
- }
- -------- failed compiling:
- vertex shader
- -------- Shader compilation failed
- #version 150
- #extension GL_ARB_explicit_attrib_location : require
- #extension GL_ARB_shader_bit_encoding : enable
- uniform sampler2D _MainTex;
- in vec4 vs_COLOR0;
- in vec2 vs_TEXCOORD0;
- layout(location = 0) out vec4 SV_Target0;
- vec4 t0;
- lowp vec4 t10_0;
- void main()
- {
- t10_0 = texture(_MainTex, vs_TEXCOORD0.xy);
- t0 = t10_0 * vs_COLOR0;
- SV_Target0.xyz = t0.www * t0.xyz;
- SV_Target0.w = t0.w;
- return;
- }
- -------- failed compiling:
- fragment evaluation shader
- Note: Creation of internal variant of shader 'Sprites/Default' failed.
- PlayerInitEngineGraphics: GPU not supported; OpenGL 3.2 is required. Your GPU (Gallium 0.4 on AMD PITCAIRN (DRM 2.43.0, LLVM 3.7.1)) or OpenGL drivers only supports OpenGL 3.0
- Failed to initialize player
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