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- ===============================================================================
- GLIntercept version 1.02 Log generated on: Mon Oct 22 18:52:49 2012
- ===============================================================================
- glIsSync(85E130AE)=true
- glDeleteSync(85E130AE)
- glScissor(0,0,1,1)
- glEnable(GL_SCISSOR_TEST)
- glClear(GL_COLOR_BUFFER_BIT)
- glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE,0x0000)=85E130AE
- glIsSync(85E130AE)=true
- glClientWaitSync(85E130AE,GL_SYNC_FLUSH_COMMANDS_BIT,1000000)=GL_CONDITION_SATISFIED
- glGetQueryObjectui64vEXT(1,GL_QUERY_RESULT,022FF960)
- glDisable(GL_MULTISAMPLE)
- glGetError()=GL_NO_ERROR
- glBindBufferARB(GL_ARRAY_BUFFER,1)
- glUnmapBufferARB(GL_ARRAY_BUFFER)=true
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
- glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER)=true
- glBindBufferARB(GL_UNIFORM_BUFFER,3)
- glUnmapBufferARB(GL_UNIFORM_BUFFER)=true
- glBindBufferARB(GL_ARRAY_BUFFER,4)
- glMapBufferRange(GL_ARRAY_BUFFER,0,32505856,GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT)=2BC40000
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,5)
- glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,32505856,GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT)=2DB40000
- glBindBufferARB(GL_UNIFORM_BUFFER,6)
- glMapBufferRange(GL_UNIFORM_BUFFER,0,262128,GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT)=17B5C000
- glBeginQueryARB(GL_TIME_ELAPSED,1)
- glClearDepth(1.000000)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glColorMask(true,true,true,true)
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glDisable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glCullFace(GL_FRONT_AND_BACK)
- glEnable(GL_CULL_FACE)
- glColorMask(true,true,true,true)
- glBlendFunc(GL_ONE,GL_ZERO)
- glDepthMask(true)
- glDepthFunc(GL_LESS)
- glDisable(GL_STENCIL_TEST)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
- glShadeModel(GL_SMOOTH)
- glEnable(GL_DEPTH_TEST)
- glEnable(GL_BLEND)
- glEnable(GL_SCISSOR_TEST)
- glDrawBuffer(GL_BACK)
- glReadBuffer(GL_BACK)
- glScissor(0,0,1600,900)
- glDrawBuffer(GL_BACK)
- glViewport(0,0,1600,900)
- glScissor(0,0,1600,900)
- glClearStencil(128)
- glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
- glCullFace(GL_FRONT)
- glBindVertexArray(1)
- glUseProgram(48)
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000F86B0,365770) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000F8690,365754) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000F8680,365746) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000AA390,244766) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[-0.853055,-0.832211,0.000000,-170.169708])
- glDrawElementsBaseVertex(GL_TRIANGLES,54,GL_UNSIGNED_SHORT,0006D830,153202) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[-0.000000,0.006061,-1.191738,-109.250313])
- glDrawElementsBaseVertex(GL_TRIANGLES,792,GL_UNSIGNED_SHORT,0005F800,135678) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.857590,0.827533,-0.002213,83.761154])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,00082D70,185640) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.857590,0.827533,-0.002213,83.761154])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00082D40,185608) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[-0.853055,-0.832211,0.000000,-170.169708])
- glDrawElementsBaseVertex(GL_TRIANGLES,174,GL_UNSIGNED_SHORT,0006D6D0,153098) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[-0.853055,-0.832211,0.000000,-169.337570])
- glDrawElementsBaseVertex(GL_TRIANGLES,456,GL_UNSIGNED_SHORT,0006B860,150282) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853028,0.832238,-0.000063,30.732759])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,00082D10,185584) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853028,0.832238,-0.000063,30.732759])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,00082CE0,185560) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,000A7D00,240522) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000AC1A0,247122) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,000AC170,247098) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,000AA890,245238) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUseProgram(51)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(0,4,[0.004439,-1.191737,-0.004455,0.000291])
- glDrawElementsBaseVertex(GL_TRIANGLES,2337,GL_UNSIGNED_SHORT,00001A50,2160) GLSL=51 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(0,4,[0.004439,-1.191737,-0.004455,0.000291])
- glDrawElementsBaseVertex(GL_TRIANGLES,1836,GL_UNSIGNED_SHORT,00000B70,972) GLSL=51 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(0,4,[0.004439,-1.191737,-0.004455,0.000291])
- glDrawElementsBaseVertex(GL_TRIANGLES,1461,GL_UNSIGNED_SHORT,00000000,0) GLSL=51 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUseProgram(48)
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000ABDF0,246680) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,84,GL_UNSIGNED_SHORT,000AB9B0,246268) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,432,GL_UNSIGNED_SHORT,000AA460,244846) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,96,GL_UNSIGNED_SHORT,000AA3A0,244774) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,45,GL_UNSIGNED_SHORT,000AA330,244714) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,210,GL_UNSIGNED_SHORT,000AA100,244470) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,183,GL_UNSIGNED_SHORT,000A9EE0,244178) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,99,GL_UNSIGNED_SHORT,000A9C00,243876) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,429,GL_UNSIGNED_SHORT,000A98A0,243556) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,60,GL_UNSIGNED_SHORT,000A97D0,243468) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,375,GL_UNSIGNED_SHORT,000A9460,243028) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,000A9400,242984) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,123,GL_UNSIGNED_SHORT,000A9300,242874) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,930,GL_UNSIGNED_SHORT,000A8A40,241862) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,156,GL_UNSIGNED_SHORT,000A8900,241694) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,555,GL_UNSIGNED_SHORT,000A84A0,241258) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,000A8440,241214) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,-3357.325684])
- glDrawElementsBaseVertex(GL_TRIANGLES,210,GL_UNSIGNED_SHORT,000A7B10,240248) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,156.407227])
- glDrawElementsBaseVertex(GL_TRIANGLES,1644,GL_UNSIGNED_SHORT,0007B660,172004) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,156.407227])
- glDrawElementsBaseVertex(GL_TRIANGLES,1419,GL_UNSIGNED_SHORT,0007AA00,171316) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,156.407227])
- glDrawElementsBaseVertex(GL_TRIANGLES,759,GL_UNSIGNED_SHORT,0007A410,170936) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(0,4,[0.853055,0.832211,0.000000,156.407227])
- glDrawElementsBaseVertex(GL_TRIANGLES,6087,GL_UNSIGNED_SHORT,00077480,168286) GLSL=48 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUseProgram(15)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,856)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.500000,0.500000,0.500000,0.500000])
- glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,000AC200,247172) GLSL=15 Textures[ (0,856) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.500000,0.500000,0.500000,0.500000])
- glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,000AA2B0,244642) GLSL=15 Textures[ (0,856) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.000000,0.984556)
- glScissor(0,0,1601,913)
- glClearStencil(128)
- glClear(GL_STENCIL_BUFFER_BIT)
- glUseProgram(99)
- glDepthMask(false)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glScissor(0,0,1600,900)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.000000,0.984556)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_DECR,GL_KEEP)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_INCR,GL_KEEP)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[-943.000000,4750.000000,-19.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,4884,GL_UNSIGNED_SHORT,001C30C0,1022738) GLSL=99 Textures[ (0,856) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.000000,0.984556)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glBindMultiTextureEXT(GL_TEXTURE1,GL_TEXTURE_2D,17)
- glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,280)
- glUseProgram(27)
- glDisable(GL_DEPTH_BOUNDS_TEST_EXT)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,103)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,102)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,104)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(2,16,[-145.907776,174.641312,-4.293452,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,1455,GL_UNSIGNED_SHORT,0004B6A0,0) GLSL=27 Textures[ (0,103) (0,2101) (1,17) (2,280) (3,102) (4,104) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,106)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,105)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,107)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(2,16,[-145.907776,174.641312,-4.293452,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,297,GL_UNSIGNED_SHORT,0004DBE0,972) GLSL=27 Textures[ (0,106) (0,2101) (1,17) (2,280) (3,105) (4,107) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,112)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,111)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,113)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(2,16,[-145.907776,174.641312,-4.293452,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,552,GL_UNSIGNED_SHORT,00050AF0,2160) GLSL=27 Textures[ (0,112) (0,2101) (1,17) (2,280) (3,111) (4,113) ]
- glUseProgram(24)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.000000,0.984556)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
- glUniform4fv(2,18,[-231.000000,-202.000000,141.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
- glDrawElementsBaseVertex(GL_TRIANGLES,465,GL_UNSIGNED_SHORT,003E3F00,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,280) (3,1973) (4,1974) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
- glUniform4fv(2,18,[-231.000000,-202.000000,141.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,780,GL_UNSIGNED_SHORT,003E42B0,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,280) (3,1978) (4,1979) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
- glUniform4fv(2,18,[-231.000000,-202.000000,141.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,909,GL_UNSIGNED_SHORT,003E48D0,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,280) (3,1984) (4,1985) ]
- glUseProgram(0)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,451)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,452)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,453)
- glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,003E3630,240248) GLSL=24 Textures[ (0,451) (0,2101) (1,17) (2,280) (3,452) (4,453) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
- glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,003E36B0,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,280) (3,875) (4,876) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
- glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,135,GL_UNSIGNED_SHORT,003E36E0,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,280) (3,648) (4,649) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
- glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,003E37F0,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,280) (3,546) (4,547) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
- glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,231,GL_UNSIGNED_SHORT,003E3830,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,280) (3,581) (4,582) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,33,GL_UNSIGNED_SHORT,003E3A00,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,280) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
- glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,81,GL_UNSIGNED_SHORT,003E3A50,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,280) (3,665) (4,666) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
- glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,150,GL_UNSIGNED_SHORT,003E3B00,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,280) (3,662) (4,663) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
- glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,45,GL_UNSIGNED_SHORT,003E3C70,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,280) (3,87) (4,88) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,4)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,467)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,468)
- glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,54,GL_UNSIGNED_SHORT,003E3D10,244470) GLSL=24 Textures[ (0,4) (0,2101) (1,17) (2,280) (3,467) (4,468) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,897)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,898)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,899)
- glUniform4fv(2,18,[-943.000000,4750.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E3E80,246680) GLSL=24 Textures[ (0,897) (0,2101) (1,17) (2,280) (3,898) (4,899) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.000000,0.980582)
- glScissor(0,0,1601,913)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glDisable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glClearStencil(128)
- glClear(GL_STENCIL_BUFFER_BIT)
- glUseProgram(99)
- glDepthMask(false)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glScissor(0,0,1600,900)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.000000,0.980582)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[-928.000000,4912.000000,48.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,1128,GL_UNSIGNED_SHORT,0024D1F0,1138554) GLSL=99 Textures[ (0,897) (0,2101) (1,17) (2,280) (3,898) (4,899) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.000000,0.980582)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,156)
- glUseProgram(27)
- glDisable(GL_DEPTH_BOUNDS_TEST_EXT)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,103)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,102)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,104)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(2,16,[-72.655945,50.671608,96.818779,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,1461,GL_UNSIGNED_SHORT,0004C210,0) GLSL=27 Textures[ (0,103) (0,2101) (1,17) (2,156) (3,102) (4,104) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,106)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,105)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,107)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(2,16,[-72.655945,50.671608,96.818779,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,1836,GL_UNSIGNED_SHORT,0004EA40,972) GLSL=27 Textures[ (0,106) (0,2101) (1,17) (2,156) (3,105) (4,107) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,112)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,111)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,113)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(2,16,[-72.655945,50.671608,96.818779,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,2337,GL_UNSIGNED_SHORT,00051D40,2160) GLSL=27 Textures[ (0,112) (0,2101) (1,17) (2,156) (3,111) (4,113) ]
- glUseProgram(24)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.000000,0.980582)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
- glUniform4fv(2,18,[-216.000000,-40.000000,208.000000,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
- glDrawElementsBaseVertex(GL_TRIANGLES,174,GL_UNSIGNED_SHORT,0047CFA0,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,156) (3,1973) (4,1974) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
- glUniform4fv(2,18,[-216.000000,-40.000000,208.000000,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,306,GL_UNSIGNED_SHORT,0047D100,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,156) (3,1978) (4,1979) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
- glUniform4fv(2,18,[-216.000000,-40.000000,208.000000,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,96,GL_UNSIGNED_SHORT,0047D370,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,156) (3,1984) (4,1985) ]
- glUseProgram(0)
- glUseProgram(99)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glUseProgram(100)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.814344,0.980582)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,0,2016)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glUniform4fv(0,5,[-85.000000,-112.000000,-32.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,300,GL_UNSIGNED_SHORT,00042A90,121598) GLSL=100 Textures[ (0,1983) (0,2101) (1,17) (2,156) (3,1984) (4,1985) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.000000,0.980582)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
- glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,45,GL_UNSIGNED_SHORT,0047D450,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,156) (3,648) (4,649) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
- glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,183,GL_UNSIGNED_SHORT,0047D4B0,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,156) (3,581) (4,582) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,0047D620,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,156) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
- glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0047D640,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,156) (3,665) (4,666) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
- glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,75,GL_UNSIGNED_SHORT,0047D670,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,156) (3,662) (4,663) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
- glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,0047D780,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,156) (3,87) (4,88) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,653)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,654)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,655)
- glUniform4fv(2,18,[-928.000000,4912.000000,48.000000,0.000000])
- glUniform4fv(0,2,[2.080000,2.280000,2.680000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,0047D7E0,244714) GLSL=24 Textures[ (0,653) (0,2101) (1,17) (2,156) (3,654) (4,655) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.000000,0.981401)
- glDisable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,18)
- glUseProgram(27)
- glDisable(GL_DEPTH_BOUNDS_TEST_EXT)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,103)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,102)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,104)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(2,16,[-31.665525,-84.517517,60.878731,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
- glDrawElementsBaseVertex(GL_TRIANGLES,1461,GL_UNSIGNED_SHORT,0004AB30,0) GLSL=27 Textures[ (0,103) (0,2101) (1,17) (2,18) (3,102) (4,104) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,106)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,105)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,107)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(2,16,[-31.665525,-84.517517,60.878731,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,1836,GL_UNSIGNED_SHORT,0004CD80,972) GLSL=27 Textures[ (0,106) (0,2101) (1,17) (2,18) (3,105) (4,107) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,112)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,111)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,113)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,2048,2304)
- glUniform4fv(2,16,[-31.665525,-84.517517,60.878731,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,2337,GL_UNSIGNED_SHORT,0004F8A0,2160) GLSL=27 Textures[ (0,112) (0,2101) (1,17) (2,18) (3,111) (4,113) ]
- glUseProgram(24)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.000000,0.981401)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
- glUniform4fv(2,18,[-136.000000,72.000000,160.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
- glDrawElementsBaseVertex(GL_TRIANGLES,777,GL_UNSIGNED_SHORT,0037A170,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1973) (4,1974) ]
- glUniform4fv(2,18,[-136.000000,72.000000,160.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0037A790,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1973) (4,1974) ]
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
- glUniform4fv(2,18,[-136.000000,72.000000,160.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0037A790,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1975) (4,1976) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
- glUniform4fv(2,18,[-136.000000,72.000000,160.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,78,GL_UNSIGNED_SHORT,0037A7C0,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,18) (3,1978) (4,1979) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
- glUniform4fv(2,18,[-136.000000,72.000000,160.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,459,GL_UNSIGNED_SHORT,0037A910,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,18) (3,1984) (4,1985) ]
- glUseProgram(0)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
- glUniform4fv(2,18,[-848.000000,5024.000000,0.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0037A070,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,18) (3,581) (4,582) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
- glUniform4fv(2,18,[-848.000000,5024.000000,0.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,0037A0A0,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.958987,0.993835)
- glScissor(368,0,1233,913)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glClearStencil(128)
- glClear(GL_STENCIL_BUFFER_BIT)
- glUseProgram(99)
- glDepthMask(false)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glScissor(371,0,1229,900)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.976272,0.985479)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[48.867500,210.142136,154.089722,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E1920,371144) GLSL=99 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.976272,0.985479)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[48.867500,210.142136,154.089722,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E1980,371192) GLSL=99 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.981191,0.988969)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[49.661324,146.569122,155.717896,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003E17F0,371248) GLSL=99 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.981191,0.988969)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[49.661324,146.569122,155.717896,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E18B0,371296) GLSL=99 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.958987,0.993835)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-943.000000,5298.000000,-19.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,7116,GL_UNSIGNED_SHORT,001BE360,1018052) GLSL=99 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.958987,0.993835)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,280)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
- glUniform4fv(2,18,[-231.000000,346.000000,141.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,492,GL_UNSIGNED_SHORT,003E19D0,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,280) (3,1973) (4,1974) ]
- glUniform4fv(2,18,[-231.000000,346.000000,141.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,735,GL_UNSIGNED_SHORT,003E1DB0,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,280) (3,1973) (4,1974) ]
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
- glUniform4fv(2,18,[-231.000000,346.000000,141.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,735,GL_UNSIGNED_SHORT,003E1DB0,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,280) (3,1975) (4,1976) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
- glUniform4fv(2,18,[-231.000000,346.000000,141.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,507,GL_UNSIGNED_SHORT,003E2370,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,280) (3,1978) (4,1979) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
- glUniform4fv(2,18,[-231.000000,346.000000,141.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,618,GL_UNSIGNED_SHORT,003E2820,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,280) (3,1984) (4,1985) ]
- glUseProgram(0)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
- glUniform4fv(2,18,[48.867500,210.142136,154.089722,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003E1900,185560) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,280) (3,72) (4,73) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[48.867500,210.142136,154.089722,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E1970,185584) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,280) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
- glUniform4fv(2,18,[49.661324,146.569122,155.717896,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E17E0,185608) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,280) (3,72) (4,73) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[49.661324,146.569122,155.717896,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E18A0,185640) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,280) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,451)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,452)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,453)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,69,GL_UNSIGNED_SHORT,003E0E10,240248) GLSL=24 Textures[ (0,451) (0,2101) (1,17) (2,280) (3,452) (4,453) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E0EA0,240522) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,280) (3,72) (4,73) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E0EB0,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,280) (3,875) (4,876) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,177,GL_UNSIGNED_SHORT,003E0EC0,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,280) (3,648) (4,649) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,003E1030,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,280) (3,546) (4,547) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,105,GL_UNSIGNED_SHORT,003E1070,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,280) (3,581) (4,582) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003E1150,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,280) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,45,GL_UNSIGNED_SHORT,003E1170,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,280) (3,665) (4,666) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,120,GL_UNSIGNED_SHORT,003E11D0,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,280) (3,662) (4,663) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E12C0,243876) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,280) (3,706) (4,707) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,75,GL_UNSIGNED_SHORT,003E1330,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,280) (3,87) (4,88) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,4)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,467)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,468)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,87,GL_UNSIGNED_SHORT,003E1420,244470) GLSL=24 Textures[ (0,4) (0,2101) (1,17) (2,280) (3,467) (4,468) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003E14D0,244642) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,280) (3,857) (4,858) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,461)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,725)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,660)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,003E1530,244774) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,280) (3,725) (4,660) ]
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,659)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E1560,244846) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,280) (3,659) (4,660) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,003E15D0,245238) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,280) (3,895) (4,896) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,897)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,898)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,899)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E16D0,246680) GLSL=24 Textures[ (0,897) (0,2101) (1,17) (2,280) (3,898) (4,899) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,607)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,608)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,609)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,003E1710,247098) GLSL=24 Textures[ (0,607) (0,2101) (1,17) (2,280) (3,608) (4,609) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,448)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,449)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,450)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E1730,247122) GLSL=24 Textures[ (0,448) (0,2101) (1,17) (2,280) (3,449) (4,450) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003E1740,247172) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,280) (3,857) (4,858) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,888)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,887)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,889)
- glUniform4fv(2,18,[-943.000000,5298.000000,-19.000000,0.000000])
- glUniform4fv(0,2,[2.070313,1.097266,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E1520,244766) GLSL=24 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.933608,0.991061)
- glScissor(208,0,1393,785)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glDisable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glClearStencil(128)
- glClear(GL_STENCIL_BUFFER_BIT)
- glUseProgram(99)
- glDepthMask(false)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glScissor(213,0,1387,771)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.976201,0.985479)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[-88.022438,32.020977,25.140131,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003F1970,371144) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.976201,0.985479)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-88.022438,32.020977,25.140131,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,003F19D0,371192) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.978699,0.989184)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-88.284447,-31.049738,27.201342,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003F1840,371248) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.978699,0.989184)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-88.284447,-31.049738,27.201342,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003F1900,371296) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.933608,0.991061)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-1080.000000,5120.000000,-148.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,1332,GL_UNSIGNED_SHORT,001D3D80,1036830) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,280) (3,887) (4,889) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.933608,0.991061)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,1305)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,100)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,99)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,101)
- glUniform4fv(2,18,[-21.000029,21.848143,-76.704994,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,216,GL_UNSIGNED_SHORT,003F1F80,135678) GLSL=24 Textures[ (0,100) (0,2101) (1,17) (2,1305) (3,99) (4,101) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
- glUniform4fv(2,18,[-368.000000,168.000000,12.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,003F1A50,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1305) (3,1973) (4,1974) ]
- glUniform4fv(2,18,[-368.000000,168.000000,12.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,579,GL_UNSIGNED_SHORT,003F1A90,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1305) (3,1973) (4,1974) ]
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
- glUniform4fv(2,18,[-368.000000,168.000000,12.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,579,GL_UNSIGNED_SHORT,003F1A90,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1305) (3,1975) (4,1976) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
- glUniform4fv(2,18,[-368.000000,168.000000,12.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,003F1F20,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,1305) (3,1984) (4,1985) ]
- glUseProgram(0)
- glUseProgram(99)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.982330,0.986403)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[-21.000029,21.848143,-76.704994,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,168,GL_UNSIGNED_SHORT,003F2130,271704) GLSL=99 Textures[ (0,1983) (0,2101) (1,17) (2,1305) (3,1984) (4,1985) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.933608,0.991061)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
- glUniform4fv(2,18,[-88.022438,32.020977,25.140131,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003F1950,185560) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,1305) (3,72) (4,73) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-88.022438,32.020977,25.140131,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F19C0,185584) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1305) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
- glUniform4fv(2,18,[-88.284447,-31.049738,27.201342,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F1830,185608) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,1305) (3,72) (4,73) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-88.284447,-31.049738,27.201342,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F18F0,185640) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1305) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,451)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,452)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,453)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,003F13F0,240248) GLSL=24 Textures[ (0,451) (0,2101) (1,17) (2,1305) (3,452) (4,453) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003F1440,240522) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,1305) (3,72) (4,73) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,3,GL_UNSIGNED_SHORT,003F1460,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,1305) (3,648) (4,649) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,57,GL_UNSIGNED_SHORT,003F1470,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,1305) (3,546) (4,547) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,108,GL_UNSIGNED_SHORT,003F14F0,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,1305) (3,581) (4,582) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003F15D0,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1305) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,33,GL_UNSIGNED_SHORT,003F15F0,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,1305) (3,665) (4,666) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,63,GL_UNSIGNED_SHORT,003F1640,243876) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,1305) (3,706) (4,707) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003F16C0,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,1305) (3,87) (4,88) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003F1700,244642) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,1305) (3,857) (4,858) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,461)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,725)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,660)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003F1750,244774) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,1305) (3,725) (4,660) ]
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,659)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003F1780,244846) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,1305) (3,659) (4,660) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,003F17B0,245238) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,1305) (3,895) (4,896) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,607)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,608)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,609)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,3,GL_UNSIGNED_SHORT,003F17D0,247098) GLSL=24 Textures[ (0,607) (0,2101) (1,17) (2,1305) (3,608) (4,609) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,448)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,449)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,450)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F17E0,247122) GLSL=24 Textures[ (0,448) (0,2101) (1,17) (2,1305) (3,449) (4,450) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003F17F0,247172) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,1305) (3,857) (4,858) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,848)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,849)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,850)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F13B0,365746) GLSL=24 Textures[ (0,848) (0,2101) (1,17) (2,1305) (3,849) (4,850) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003F13C0,365754) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,1305) (3,706) (4,707) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F13E0,365770) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,1305) (3,895) (4,896) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,888)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,887)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,889)
- glUniform4fv(2,18,[-1080.000000,5120.000000,-148.000000,0.000000])
- glUniform4fv(0,2,[4.000000,2.480000,0.840000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003F1740,244766) GLSL=24 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.942086,0.990520)
- glScissor(480,0,1121,913)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glDisable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glClearStencil(128)
- glClear(GL_STENCIL_BUFFER_BIT)
- glUseProgram(99)
- glDepthMask(false)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glScissor(485,0,1115,900)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.976323,0.989405)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[63.818382,48.203358,221.248505,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00383A00,371144) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.976323,0.989405)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[63.818382,48.203358,221.248505,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,00383A60,371192) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.982085,0.990520)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[63.762661,-15.317097,223.186447,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003838C0,371248) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.982085,0.990520)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[63.762661,-15.317097,223.186447,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00383990,371296) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.942086,0.990520)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-928.000000,5136.000000,48.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,1932,GL_UNSIGNED_SHORT,00167DF0,938934) GLSL=99 Textures[ (0,888) (0,2101) (1,17) (2,1305) (3,887) (4,889) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.942086,0.990520)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,156)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
- glUniform4fv(2,18,[-216.000000,184.000000,208.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,219,GL_UNSIGNED_SHORT,00383AE0,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,156) (3,1973) (4,1974) ]
- glUniform4fv(2,18,[-216.000000,184.000000,208.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,81,GL_UNSIGNED_SHORT,00383CA0,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,156) (3,1973) (4,1974) ]
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
- glUniform4fv(2,18,[-216.000000,184.000000,208.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,81,GL_UNSIGNED_SHORT,00383CA0,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,156) (3,1975) (4,1976) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
- glUniform4fv(2,18,[-216.000000,184.000000,208.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,630,GL_UNSIGNED_SHORT,00383D50,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,156) (3,1978) (4,1979) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
- glUniform4fv(2,18,[-216.000000,184.000000,208.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,591,GL_UNSIGNED_SHORT,003842F0,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,156) (3,1984) (4,1985) ]
- glUseProgram(0)
- glUseProgram(99)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glUseProgram(100)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.942086,0.975297)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
- glBindBufferRange(GL_UNIFORM_BUFFER,0,3,0,2016)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glUniform4fv(0,5,[-85.000000,112.000000,-32.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,324,GL_UNSIGNED_SHORT,0003A9F0,121598) GLSL=100 Textures[ (0,1983) (0,2101) (1,17) (2,156) (3,1984) (4,1985) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.942086,0.990520)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
- glUniform4fv(2,18,[63.818382,48.203358,221.248505,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,8)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003839E0,185560) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,156) (3,72) (4,73) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[63.818382,48.203358,221.248505,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00383A50,185584) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,156) (3,470) (4,471) ]
- glUniform4fv(2,18,[63.762661,-15.317097,223.186447,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00383980,185640) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,156) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003831E0,240522) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,156) (3,72) (4,73) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,72,GL_UNSIGNED_SHORT,00383220,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,156) (3,648) (4,649) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003832B0,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,156) (3,546) (4,547) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,117,GL_UNSIGNED_SHORT,00383310,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,156) (3,581) (4,582) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,00383400,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,156) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,00383440,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,156) (3,665) (4,666) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,51,GL_UNSIGNED_SHORT,003834A0,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,156) (3,662) (4,663) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,63,GL_UNSIGNED_SHORT,00383510,243876) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,156) (3,706) (4,707) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,00383610,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,156) (3,87) (4,88) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,4)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,467)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,468)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,33,GL_UNSIGNED_SHORT,00383680,244470) GLSL=24 Textures[ (0,4) (0,2101) (1,17) (2,156) (3,467) (4,468) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,653)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,654)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,655)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,21,GL_UNSIGNED_SHORT,003836D0,244714) GLSL=24 Textures[ (0,653) (0,2101) (1,17) (2,156) (3,654) (4,655) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,461)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,725)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,660)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00383700,244774) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,156) (3,725) (4,660) ]
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,659)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00383730,244846) GLSL=24 Textures[ (0,461) (0,2101) (1,17) (2,156) (3,659) (4,660) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,00383760,245238) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
- glUniform4fv(2,18,[-928.000000,5136.000000,48.000000,0.000000])
- glUniform4fv(0,2,[1.366274,1.681569,1.744627,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003831D0,365770) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.971706,0.992147)
- glScissor(144,32,1137,881)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glDisable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glClearStencil(128)
- glClear(GL_STENCIL_BUFFER_BIT)
- glUseProgram(99)
- glDepthMask(false)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glScissor(147,32,1125,868)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.976277,0.985489)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[-112.136238,48.146969,165.106125,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,003E6290,371192) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.981352,0.989135)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-112.223831,-14.516294,167.149734,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003E6150,371248) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.981352,0.989135)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-112.223831,-14.516294,167.149734,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E6210,371296) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.983347,0.989073)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-63.999992,-109.000008,120.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,72,GL_UNSIGNED_SHORT,003E58B0,306300) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.985562,0.989252)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-63.999992,-109.000008,120.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003E5700,306460) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.982422,0.991338)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-64.000000,-108.000000,120.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,246,GL_UNSIGNED_SHORT,003E5130,300914) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.971706,0.992147)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-1104.000000,5136.000000,-8.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,1284,GL_UNSIGNED_SHORT,001C56F0,1024384) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,156) (3,895) (4,896) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.971706,0.992147)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,1712)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,100)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,99)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,101)
- glUniform4fv(2,18,[118.999977,50.029373,-70.555412,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,792,GL_UNSIGNED_SHORT,003E69F0,135678) GLSL=24 Textures[ (0,100) (0,2101) (1,17) (2,1712) (3,99) (4,101) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
- glUniform4fv(2,18,[-392.000000,184.000000,152.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,147,GL_UNSIGNED_SHORT,003E6310,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1712) (3,1973) (4,1974) ]
- glUniform4fv(2,18,[-392.000000,184.000000,152.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,726,GL_UNSIGNED_SHORT,003E6440,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1712) (3,1973) (4,1974) ]
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
- glUniform4fv(2,18,[-392.000000,184.000000,152.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,726,GL_UNSIGNED_SHORT,003E6440,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,1712) (3,1975) (4,1976) ]
- glUseProgram(0)
- glUseProgram(99)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.983897,0.987358)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[118.999977,50.029373,-70.555412,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,336,GL_UNSIGNED_SHORT,003E7020,271704) GLSL=99 Textures[ (0,1972) (0,2101) (1,17) (2,1712) (3,1975) (4,1976) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.971706,0.992147)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
- glUniform4fv(2,18,[-112.136238,48.146969,165.106125,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,003E6260,185560) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,1712) (3,72) (4,73) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-112.136238,48.146969,165.106125,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E6280,185584) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1712) (3,470) (4,471) ]
- glUniform4fv(2,18,[-112.223831,-14.516294,167.149734,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E6200,185640) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1712) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
- glUniform4fv(2,18,[-63.999992,-109.000008,120.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,96,GL_UNSIGNED_SHORT,003E57F0,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,1712) (3,1759) (4,1758) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1761)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1760)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1762)
- glUniform4fv(2,18,[-63.999992,-109.000008,120.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,003E56D0,153202) GLSL=24 Textures[ (0,1761) (0,2101) (1,17) (2,1712) (3,1760) (4,1762) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
- glUniform4fv(2,18,[-64.000000,-108.000000,120.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,111,GL_UNSIGNED_SHORT,003E5050,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,1712) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,451)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,452)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,453)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,54,GL_UNSIGNED_SHORT,003E5A70,240248) GLSL=24 Textures[ (0,451) (0,2101) (1,17) (2,1712) (3,452) (4,453) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,71)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,72)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,73)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E5AE0,240522) GLSL=24 Textures[ (0,71) (0,2101) (1,17) (2,1712) (3,72) (4,73) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E5AF0,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,1712) (3,875) (4,876) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,129,GL_UNSIGNED_SHORT,003E5B00,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,1712) (3,648) (4,649) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,003E5C10,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,1712) (3,546) (4,547) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,135,GL_UNSIGNED_SHORT,003E5C70,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,1712) (3,581) (4,582) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E5D80,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,1712) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,567)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,568)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,569)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,27,GL_UNSIGNED_SHORT,003E5DB0,242984) GLSL=24 Textures[ (0,567) (0,2101) (1,17) (2,1712) (3,568) (4,569) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,39,GL_UNSIGNED_SHORT,003E5DF0,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,1712) (3,665) (4,666) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,595)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,596)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,597)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E5E40,243468) GLSL=24 Textures[ (0,595) (0,2101) (1,17) (2,1712) (3,596) (4,597) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,96,GL_UNSIGNED_SHORT,003E5E50,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,1712) (3,662) (4,663) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,003E5F10,243876) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,1712) (3,706) (4,707) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,78,GL_UNSIGNED_SHORT,003E5F60,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,1712) (3,87) (4,88) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003E6040,244642) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,1712) (3,857) (4,858) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,003E60C0,245238) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,607)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,608)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,609)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,003E60E0,247098) GLSL=24 Textures[ (0,607) (0,2101) (1,17) (2,1712) (3,608) (4,609) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,448)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,449)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,450)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E6100,247122) GLSL=24 Textures[ (0,448) (0,2101) (1,17) (2,1712) (3,449) (4,450) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,003E6110,247172) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,1712) (3,857) (4,858) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,705)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,706)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,707)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E4FF0,365754) GLSL=24 Textures[ (0,705) (0,2101) (1,17) (2,1712) (3,706) (4,707) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
- glUniform4fv(2,18,[-1104.000000,5136.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.792156,3.262744,3.341176,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E5000,365770) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.963068,0.990646)
- glScissor(0,0,945,913)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glDisable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glClearStencil(128)
- glClear(GL_STENCIL_BUFFER_BIT)
- glUseProgram(99)
- glDepthMask(false)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glScissor(0,0,942,900)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.983347,0.990646)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[-32.000000,2.999997,108.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,84,GL_UNSIGNED_SHORT,00479FE0,306300) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.985562,0.990646)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-32.000000,2.999997,108.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,00479E90,306460) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.982422,0.990646)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-32.000000,4.000000,108.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,252,GL_UNSIGNED_SHORT,00479A90,300914) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.963068,0.990646)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-1136.000000,5024.000000,-20.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,1332,GL_UNSIGNED_SHORT,00247180,1133970) GLSL=99 Textures[ (0,894) (0,2101) (1,17) (2,1712) (3,895) (4,896) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.963068,0.990646)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,18)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,100)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,99)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,101)
- glUniform4fv(2,18,[107.000008,-8.307653,30.265167,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,792,GL_UNSIGNED_SHORT,0047A8B0,135678) GLSL=24 Textures[ (0,100) (0,2101) (1,17) (2,18) (3,99) (4,101) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
- glUniform4fv(2,18,[-424.000000,72.000000,140.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,0047A520,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1973) (4,1974) ]
- glUniform4fv(2,18,[-424.000000,72.000000,140.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,435,GL_UNSIGNED_SHORT,0047A540,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1973) (4,1974) ]
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1975)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1976)
- glUniform4fv(2,18,[-424.000000,72.000000,140.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,435,GL_UNSIGNED_SHORT,0047A540,170936) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1975) (4,1976) ]
- glUseProgram(0)
- glUseProgram(99)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.984649,0.990646)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[107.000008,-8.307653,30.265167,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,330,GL_UNSIGNED_SHORT,0047AEE0,271704) GLSL=99 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1975) (4,1976) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.963068,0.990646)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
- glUniform4fv(2,18,[-32.000000,2.999997,108.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,66,GL_UNSIGNED_SHORT,00479F50,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,18) (3,1759) (4,1758) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1761)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1760)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1762)
- glUniform4fv(2,18,[-32.000000,2.999997,108.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,00479E50,153202) GLSL=24 Textures[ (0,1761) (0,2101) (1,17) (2,18) (3,1760) (4,1762) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
- glUniform4fv(2,18,[-32.000000,4.000000,108.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,342,GL_UNSIGNED_SHORT,004797E0,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,18) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
- glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,0047A260,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,18) (3,875) (4,876) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
- glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,102,GL_UNSIGNED_SHORT,0047A280,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,18) (3,648) (4,649) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
- glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,0047A350,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,18) (3,581) (4,582) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0047A3B0,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,567)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,568)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,569)
- glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,36,GL_UNSIGNED_SHORT,0047A3E0,242984) GLSL=24 Textures[ (0,567) (0,2101) (1,17) (2,18) (3,568) (4,569) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
- glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,21,GL_UNSIGNED_SHORT,0047A430,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,18) (3,665) (4,666) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
- glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,0047A460,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,18) (3,87) (4,88) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,855)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,857)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,858)
- glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0047A470,244642) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
- glUniform4fv(2,18,[-1136.000000,5024.000000,-20.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,0047A4E0,247172) GLSL=24 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.979808,0.992129)
- glScissor(0,112,657,801)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glDisable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glClearStencil(128)
- glClear(GL_STENCIL_BUFFER_BIT)
- glUseProgram(99)
- glDepthMask(false)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glScissor(0,127,654,773)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.979808,0.992129)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_DECR,GL_KEEP)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_INCR,GL_KEEP)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[24.000000,3.000002,104.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,300,GL_UNSIGNED_SHORT,004786E0,306300) GLSL=99 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.985562,0.992129)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[24.000000,3.000002,104.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,00478590,306460) GLSL=99 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.979808,0.992129)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[24.000000,4.000000,104.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,252,GL_UNSIGNED_SHORT,00478190,300914) GLSL=99 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.979808,0.992129)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-1192.000000,5024.000000,-24.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,1488,GL_UNSIGNED_SHORT,002465E0,1133038) GLSL=99 Textures[ (0,855) (0,2101) (1,17) (2,18) (3,857) (4,858) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.979808,0.992129)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,100)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,99)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,101)
- glUniform4fv(2,18,[103.000023,30.593193,70.548210,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,624,GL_UNSIGNED_SHORT,004789B0,135678) GLSL=24 Textures[ (0,100) (0,2101) (1,17) (2,18) (3,99) (4,101) ]
- glUseProgram(0)
- glUseProgram(99)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.984625,0.988379)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[103.000023,30.593193,70.548210,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,294,GL_UNSIGNED_SHORT,00478E90,271704) GLSL=99 Textures[ (0,100) (0,2101) (1,17) (2,18) (3,99) (4,101) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.979808,0.992129)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
- glUniform4fv(2,18,[24.000000,3.000002,104.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,66,GL_UNSIGNED_SHORT,00478650,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,18) (3,1759) (4,1758) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1761)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1760)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1762)
- glUniform4fv(2,18,[24.000000,3.000002,104.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,00478550,153202) GLSL=24 Textures[ (0,1761) (0,2101) (1,17) (2,18) (3,1760) (4,1762) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
- glUniform4fv(2,18,[24.000000,4.000000,104.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,342,GL_UNSIGNED_SHORT,00477EE0,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,18) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
- glUniform4fv(2,18,[-1192.000000,5024.000000,-24.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,00477E60,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,18) (3,875) (4,876) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
- glUniform4fv(2,18,[-1192.000000,5024.000000,-24.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00477E80,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,18) (3,648) (4,649) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-1192.000000,5024.000000,-24.000000,0.000000])
- glUniform4fv(0,2,[4.000000,4.000000,4.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00477EB0,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.957056,0.987940)
- glScissor(0,0,497,913)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glDisable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glClearStencil(128)
- glClear(GL_STENCIL_BUFFER_BIT)
- glUseProgram(99)
- glDepthMask(false)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glScissor(0,0,494,900)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.983347,0.987940)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[-64.000008,114.999992,120.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,72,GL_UNSIGNED_SHORT,003E7CC0,306300) GLSL=99 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.982422,0.987940)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-64.000000,116.000000,120.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,138,GL_UNSIGNED_SHORT,003E7990,300914) GLSL=99 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.957056,0.987940)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-1104.000000,4912.000000,-8.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,792,GL_UNSIGNED_SHORT,001C6100,1025214) GLSL=99 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.957056,0.987940)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1972)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1973)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1974)
- glUniform4fv(2,18,[-392.000000,-40.000000,152.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,327,GL_UNSIGNED_SHORT,003E8480,168286) GLSL=24 Textures[ (0,1972) (0,2101) (1,17) (2,18) (3,1973) (4,1974) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1977)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1978)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1979)
- glUniform4fv(2,18,[-392.000000,-40.000000,152.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,768,GL_UNSIGNED_SHORT,003E8710,171316) GLSL=24 Textures[ (0,1977) (0,2101) (1,17) (2,18) (3,1978) (4,1979) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1983)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1984)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1985)
- glUniform4fv(2,18,[-392.000000,-40.000000,152.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,804,GL_UNSIGNED_SHORT,003E8D10,172004) GLSL=24 Textures[ (0,1983) (0,2101) (1,17) (2,18) (3,1984) (4,1985) ]
- glUseProgram(0)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
- glUniform4fv(2,18,[-64.000008,114.999992,120.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,003E7C60,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,18) (3,1759) (4,1758) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
- glUniform4fv(2,18,[-64.000000,116.000000,120.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,69,GL_UNSIGNED_SHORT,003E7900,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,18) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,451)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,452)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,453)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,003E7E00,240248) GLSL=24 Textures[ (0,451) (0,2101) (1,17) (2,18) (3,452) (4,453) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,874)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,875)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,876)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,003E7E60,241214) GLSL=24 Textures[ (0,874) (0,2101) (1,17) (2,18) (3,875) (4,876) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,647)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,648)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,649)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,93,GL_UNSIGNED_SHORT,003E7E90,241258) GLSL=24 Textures[ (0,647) (0,2101) (1,17) (2,18) (3,648) (4,649) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,545)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,546)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,547)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,003E7F50,241694) GLSL=24 Textures[ (0,545) (0,2101) (1,17) (2,18) (3,546) (4,547) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,580)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,581)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,582)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,186,GL_UNSIGNED_SHORT,003E7F80,241862) GLSL=24 Textures[ (0,580) (0,2101) (1,17) (2,18) (3,581) (4,582) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,469)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,470)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,471)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,003E8100,242874) GLSL=24 Textures[ (0,469) (0,2101) (1,17) (2,18) (3,470) (4,471) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,567)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,568)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,569)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,15,GL_UNSIGNED_SHORT,003E8130,242984) GLSL=24 Textures[ (0,567) (0,2101) (1,17) (2,18) (3,568) (4,569) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,664)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,665)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,666)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,87,GL_UNSIGNED_SHORT,003E8150,243028) GLSL=24 Textures[ (0,664) (0,2101) (1,17) (2,18) (3,665) (4,666) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,595)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,596)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,597)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,42,GL_UNSIGNED_SHORT,003E8200,243468) GLSL=24 Textures[ (0,595) (0,2101) (1,17) (2,18) (3,596) (4,597) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,661)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,662)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,663)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,90,GL_UNSIGNED_SHORT,003E8260,243556) GLSL=24 Textures[ (0,661) (0,2101) (1,17) (2,18) (3,662) (4,663) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,86)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,87)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,88)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,75,GL_UNSIGNED_SHORT,003E8320,244178) GLSL=24 Textures[ (0,86) (0,2101) (1,17) (2,18) (3,87) (4,88) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,607)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,608)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,609)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,003E8440,247098) GLSL=24 Textures[ (0,607) (0,2101) (1,17) (2,18) (3,608) (4,609) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,448)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,449)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,450)
- glUniform4fv(2,18,[-1104.000000,4912.000000,-8.000000,0.000000])
- glUniform4fv(0,2,[2.338824,2.739765,2.806588,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,003E8460,247122) GLSL=24 Textures[ (0,448) (0,2101) (1,17) (2,18) (3,449) (4,450) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.987637,0.995400)
- glScissor(864,384,241,225)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glDisable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glClearStencil(128)
- glClear(GL_STENCIL_BUFFER_BIT)
- glUseProgram(99)
- glDepthMask(false)
- glColorMask(false,false,false,false)
- glPolygonOffset(0.000000,1.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glDisable(GL_CULL_FACE)
- glScissor(865,384,228,222)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.987637,0.995400)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glDisableVertexAttribArrayARB(2)
- glDisableVertexAttribArrayARB(3)
- glDisableVertexAttribArrayARB(4)
- glDisableVertexAttribArrayARB(8)
- glDisableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,4,GL_FLOAT,false,16,00000000)
- glUniform4fv(0,5,[-1152.000000,5432.000000,36.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,4800,GL_UNSIGNED_SHORT,0024DAC0,1139122) GLSL=99 Textures[ (0,448) (0,2101) (1,17) (2,18) (3,449) (4,450) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.987637,0.995400)
- glPolygonOffset(0.000000,1.000000)
- glDisable(GL_CULL_FACE)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.993180,0.995400)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[27.531260,-99.508942,163.750000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,228,GL_UNSIGNED_SHORT,0047E9D0,287700) GLSL=99 Textures[ (0,448) (0,2101) (1,17) (2,18) (3,449) (4,450) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.992551,0.995400)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-68.596123,-65.181061,163.750000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,228,GL_UNSIGNED_SHORT,0047ECC0,287700) GLSL=99 Textures[ (0,448) (0,2101) (1,17) (2,18) (3,449) (4,450) ]
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.992602,0.995400)
- glStencilOpSeparate(GL_FRONT,GL_KEEP,GL_KEEP,GL_INCR)
- glStencilOpSeparate(GL_BACK,GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(0,5,[-2.723565,98.252640,115.500000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,216,GL_UNSIGNED_SHORT,0047EFA0,287700) GLSL=99 Textures[ (0,448) (0,2101) (1,17) (2,18) (3,449) (4,450) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.987637,0.995400)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glColorMask(true,true,true,true)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,128,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,1306)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,894)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,895)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,896)
- glUniform4fv(2,18,[-1152.000000,5432.000000,36.000000,0.000000])
- glUniform4fv(0,2,[2.072628,2.413333,2.328157,2.000000])
- glBindBufferARB(GL_ARRAY_BUFFER,7)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,0047D920,365770) GLSL=24 Textures[ (0,894) (0,2101) (1,17) (2,1306) (3,895) (4,896) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.985111,0.987571)
- glScissor(149,875,195,25)
- glDisable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glBindMultiTextureEXT(GL_TEXTURE2,GL_TEXTURE_2D,117)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
- glUniform4fv(2,18,[15.000003,-28.999998,86.000000,0.000000])
- glUniform4fv(0,2,[0.425610,0.000000,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00516FB0,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,117) (3,1759) (4,1758) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
- glUniform4fv(2,18,[15.000000,-28.000000,86.000000,0.000000])
- glUniform4fv(0,2,[0.425610,0.000000,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,00516F80,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUseProgram(0)
- glEnable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDepthBoundsEXT(0.983669,0.986573)
- glScissor(187,878,212,22)
- glUseProgram(24)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1757)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1759)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1758)
- glUniform4fv(2,18,[-14.999997,-29.000002,86.000000,0.000000])
- glUniform4fv(0,2,[0.425610,0.000000,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,00516F40,153098) GLSL=24 Textures[ (0,1757) (0,2101) (1,17) (2,117) (3,1759) (4,1758) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1718)
- glBindMultiTextureEXT(GL_TEXTURE3,GL_TEXTURE_2D,1717)
- glBindMultiTextureEXT(GL_TEXTURE4,GL_TEXTURE_2D,1719)
- glUniform4fv(2,18,[-15.000000,-28.000000,86.000000,0.000000])
- glUniform4fv(0,2,[0.425610,0.000000,0.000000,2.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,00516F10,150282) GLSL=24 Textures[ (0,1718) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUseProgram(0)
- glDepthFunc(GL_LEQUAL)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glDisable(GL_DEPTH_BOUNDS_TEST_EXT)
- glScissor(0,0,1600,900)
- glUseProgram(15)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,890)
- glDepthFunc(GL_EQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glDepthMask(false)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000AA390,244766) GLSL=15 Textures[ (0,890) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,92)
- glDisable(GL_BLEND)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,84,GL_UNSIGNED_SHORT,000AB9B0,246268) GLSL=15 Textures[ (0,92) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,1971)
- glDepthFunc(GL_LEQUAL)
- glEnable(GL_BLEND)
- glBlendFunc(GL_DST_COLOR,GL_ZERO)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,375,GL_UNSIGNED_SHORT,00077190,167988) GLSL=15 Textures[ (0,1971) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glScissor(865,384,228,222)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,869)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR)
- glPolygonOffset(0.000000,-600.000000)
- glEnable(GL_POLYGON_OFFSET_FILL)
- glEnable(GL_POLYGON_OFFSET_LINE)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,000F8650,365728) GLSL=15 Textures[ (0,869) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glPolygonOffset(0.000000,-600.000000)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,637)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000F8670,365738) GLSL=15 Textures[ (0,637) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glScissor(0,0,1600,900)
- glPolygonOffset(0.000000,-600.000000)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,869)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,9,GL_UNSIGNED_SHORT,000A7CC0,240500) GLSL=15 Textures[ (0,869) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glPolygonOffset(0.000000,-600.000000)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,589)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,18,GL_UNSIGNED_SHORT,000A7F50,240714) GLSL=15 Textures[ (0,589) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glPolygonOffset(0.000000,-600.000000)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,637)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000A7CE0,240510) GLSL=15 Textures[ (0,637) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glPolygonOffset(0.000000,-600.000000)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,869)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,39,GL_UNSIGNED_SHORT,000A8310,241078) GLSL=15 Textures[ (0,869) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glPolygonOffset(0.000000,-600.000000)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,589)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,96,GL_UNSIGNED_SHORT,000A81A0,240934) GLSL=15 Textures[ (0,589) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glPolygonOffset(0.000000,-600.000000)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,869)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000A8130,240886) GLSL=15 Textures[ (0,869) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glPolygonOffset(0.000000,-600.000000)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000A80A0,240826) GLSL=15 Textures[ (0,869) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,868)
- glDisable(GL_POLYGON_OFFSET_FILL)
- glDisable(GL_POLYGON_OFFSET_LINE)
- glUniform4fv(1,12,[0.000000,0.000000,0.000000,0.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,1605,GL_UNSIGNED_SHORT,000A1600,232224) GLSL=15 Textures[ (0,868) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glDisable(GL_CULL_FACE)
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glDisable(GL_BLEND)
- glDepthMask(true)
- glScissor(0,0,1600,900)
- glBindTexture(GL_TEXTURE_2D,13)
- glReadBuffer(GL_BACK)
- glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,0,0,1600,900,0)
- glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,9729.000000)
- glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,9729.000000)
- glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,33071.000000)
- glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,33071.000000)
- glDepthFunc(GL_ALWAYS)
- glDepthMask(false)
- glDisable(GL_CULL_FACE)
- glViewport(0,0,1600,900)
- glScissor(0,0,1600,900)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,13)
- glUseProgram(75)
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2)
- glBindBufferARB(GL_ARRAY_BUFFER,1)
- glEnableVertexAttribArrayARB(0)
- glEnableVertexAttribArrayARB(2)
- glEnableVertexAttribArrayARB(3)
- glEnableVertexAttribArrayARB(4)
- glEnableVertexAttribArrayARB(8)
- glEnableVertexAttribArrayARB(9)
- glVertexAttribPointerARB(0,3,GL_FLOAT,false,32,00000000)
- glVertexAttribPointerARB(2,4,GL_UNSIGNED_BYTE,true,32,00000010)
- glVertexAttribPointerARB(3,4,GL_UNSIGNED_BYTE,true,32,00000018)
- glVertexAttribPointerARB(4,4,GL_UNSIGNED_BYTE,true,32,0000001C)
- glVertexAttribPointerARB(8,2,GL_HALF_FLOAT,true,32,0000000C)
- glVertexAttribPointerARB(9,4,GL_UNSIGNED_BYTE,true,32,00000014)
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,0003A980,80000) GLSL=75 Textures[ (0,13) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glViewport(0,0,1600,900)
- glScissor(0,0,1600,900)
- glDepthFunc(GL_LEQUAL)
- glDepthMask(true)
- glClearStencil(128)
- glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
- glCullFace(GL_FRONT)
- glBindVertexArray(1)
- glDisable(GL_DEPTH_BOUNDS_TEST_EXT)
- glDisable(GL_CULL_FACE)
- glUseProgram(3)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,2102)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
- glDepthMask(false)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,00000000,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000020,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000030,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000040,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,23)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,120,GL_UNSIGNED_SHORT,00000050,0) GLSL=3 Textures[ (0,23) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,2102)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,00000140,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,2091)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,630,GL_UNSIGNED_SHORT,000001A0,0) GLSL=3 Textures[ (0,2091) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,2102)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000690,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000006A0,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000006C0,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,000006E0,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,23)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,180,GL_UNSIGNED_SHORT,00000700,0) GLSL=3 Textures[ (0,23) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,2102)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000870,0) GLSL=3 Textures[ (0,2102) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUseProgram(15)
- glBindMultiTextureEXT(GL_TEXTURE0,GL_TEXTURE_2D,19)
- glEnable(GL_BLEND)
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
- glColorMask(false,false,false,false)
- glEnable(GL_STENCIL_TEST)
- glStencilOp(GL_KEEP,GL_KEEP,GL_INCR)
- glUniform4fv(1,12,[1.000000,1.000000,1.000000,1.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,00000880,0) GLSL=15 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUseProgram(3)
- glEnable(GL_BLEND)
- glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
- glColorMask(true,true,true,true)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_EQUAL,129,255)
- glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP)
- glUniform4fv(0,4,[0.003125,0.000000,0.000000,-1.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,12,GL_UNSIGNED_SHORT,00000890,0) GLSL=3 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glUseProgram(15)
- glEnable(GL_BLEND)
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
- glColorMask(false,false,false,false)
- glEnable(GL_STENCIL_TEST)
- glStencilFunc(GL_ALWAYS,0,0)
- glStencilOp(GL_KEEP,GL_KEEP,GL_DECR)
- glUniform4fv(1,12,[1.000000,1.000000,1.000000,1.000000])
- glUniform4fv(0,1,[0.000000,0.000000,0.000000,0.000000])
- glDrawElementsBaseVertex(GL_TRIANGLES,6,GL_UNSIGNED_SHORT,000008B0,0) GLSL=15 Textures[ (0,19) (0,2101) (1,17) (2,117) (3,1717) (4,1719) ]
- glEnable(GL_CULL_FACE)
- glCullFace(GL_FRONT)
- glColorMask(true,true,true,true)
- glFlush()
- glEndQueryARB(GL_TIME_ELAPSED)
- glFlush()
- wglSwapBuffers(98011488)=true
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