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  1. [Jun 11, 2019 11:29:09 AM] ------------ BEGIN log session -------------
  2.  
  3. [Jun 11, 2019 11:29:09 AM] ----------- Switched to pipe mode ----------
  4. OpenGL provider: Opengl32.dll
  5.  
  6. [Jun 11, 2019 11:33:00 AM] ------------ BEGIN log session -------------
  7.  
  8. [Jun 11, 2019 11:33:00 AM] ----------- Switched to pipe mode ----------
  9. OpenGL provider: Opengl32.dll
  10.  
  11. [Jun 11, 2019 11:36:03 AM] ------------ BEGIN log session -------------
  12.  
  13. [Jun 11, 2019 11:36:03 AM] ----------- Switched to pipe mode ----------
  14. OpenGL provider: Opengl32.dll
  15. OpenGL library:
  16. Vendor: NVIDIA Corporation
  17. Render: GeForce RTX 2080/PCIe/SSE2
  18. Version: 4.6.0 NVIDIA 419.67
  19. Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
  20. Size: 1152x864
  21. ColorBits: 32
  22. DepthBits: 24
  23. StencilBits: 8
  24. isDoubleBuffered: true
  25.  
  26. *** Looking for Advanced CPU Instructions...
  27. [x] PentiumPro
  28. [x] Multimedia (MMX)
  29. [x] 3D (SSE)
  30. [x] 3D (SSE2)
  31. [-] 3D (3DNow)
  32. ColourBits 32, ABits 0, ZBits 24
  33.  
  34. *** Looking for Render API Extensions ...
  35. [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
  36. [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
  37. [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
  38. [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
  39. [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
  40. [x] 'GL_ARB_multitexture' extension - Multitexturing.
  41. [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
  42. [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
  43. [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
  44. [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
  45. [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
  46. [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
  47. [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
  48.  
  49. Maximum texture size : 32768
  50. Maximum simultaneous textures :4
  51. MaxAnisotropic (1.0 = none) : 16.000000
  52. 15 Splashscreens available.
  53. Initializing DirectSound playback device...
  54. Primary buffer created.
  55. Playback format is set : sampling rate = 22050, num channels = 2.
  56. Not enought hardware buffers (0), hardware disabled
  57. Buffer caps : Transfer rate = 0, CPU overhead = 0.
  58. Default speaker config is : 1310724.
  59. Direct sound audio device initialized successfully :
  60. DX Version : 7
  61. Hardware - disabled [buffers : 0]
  62. Extensions - enabled :
  63. EAX ver. 1 [ ] - disabled
  64. EAX ver. 2 [ ] - disabled
  65. EAX ver. 3 [ ] - disabled
  66. I3D ver. 2 [ ] - disabled
  67. ZoomFX [ ] - disabled
  68. MacroFX [ ] - disabled
  69. SIMD render [X]
  70. num channels 32
  71.  
  72. Loading mission QuickQMBPro/BAT_Crimea/BAT_Crimeabluescramble00.mis...
  73. Y=1940 / M=7 / H= 12 , Temperature - 0m = 24.0 .
  74. Loading map.ini defined airfields:
  75. Detected Vertex Shaders 3.0.
  76. *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
  77. Vertex texture units: 32
  78.  
  79. PBuffer: suitable formats: 12
  80.  
  81. Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
  82. Depth = 24, stencil = 8
  83. PBuffer: suitable formats: 12
  84.  
  85. Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
  86. Depth = 24, stencil = 8
  87. Loading vertex/fragment programs: *705768544*
  88. *** Loading: [vpFogFar2Tex2D]
  89. *** Loading: [vpFog2Tex2DBlend]
  90. *** Loading: [vpFogFar4Tex2D]
  91. *** Loading: [vpFogFar8Tex2D]
  92. *** Loading: [vpFogNoTex]
  93. *** Loading: [vpFog4Tex2D]
  94. *** Loading: [vpFog4Tex2D_UV2]
  95. *** Loading: [vp4Tex2D]
  96. *** Loading: [vp6Tex2D]
  97. *** Loading: [vpTexUVTex2D]
  98. *** Loading: [vpWaterGrid_NV]
  99. *** Loading: [vpWaterSunLight_NV]
  100. *** Loading: [vpWaterSunLight_ATI]
  101. *** Loading: [vpWaterSunLight_FP]
  102. *** Loading: [vpTreeSprite]
  103. *** Loading: [vpTreeTrunk]
  104. *** Loading: [vpVAObjectsN]
  105. *** Loading: [vpVAObjectsL0]
  106. *** Loading: [vpSprites]
  107. *** Loading: [vpSimpleGL]
  108. *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
  109. *** Loading: [fpWaterSunLight] -> NV3X Optimized!
  110. *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
  111. *** Loading: [fpCoastBump] -> NV3X Optimized!
  112. *** Loading: [fpCoastFoam] -> NV3X Optimized!
  113. *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
  114. *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
  115. *** Loading: [fpCausticSimple] -> NV3X Optimized!
  116. *** Loading: [fpCaustic] -> NV3X Optimized!
  117. *** Loading: [fpSprites] -> NV3X Optimized!
  118. *** Loading: [fpObjectsL0] -> NV3X Optimized!
  119. *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
  120. *** Loading: [fpSimpleGL]
  121. *** Loading: [fpNearLandFog] -> NV3X Optimized!
  122. *** Loading: [fpFarLandFog] -> NV3X Optimized!
  123. *** Loading: [fpRiverCoastAA]
  124. *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
  125. *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
  126. *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
  127. *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
  128. *** Loading: [fpCoastBump8800] -> NV5X Optimized!
  129. *** Loading: [vpWaterDM_CPU]
  130. *** Loading: [fpWaterNearDM] -> NV4X Optimized!
  131. *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
  132. *** Loading: [fpWaterFarDM] -> NV4X Optimized!
  133. *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
  134. *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
  135. *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
  136. *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
  137. *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
  138. *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
  139. *** Loading: [fpWaterLFogDM]
  140. *** Loading: [fpIceWater] -> NV3X Optimized!
  141. *** Loading: [fpNearNoBlend] -> NV3X Optimized!
  142. *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
  143. *** Loading: [fpNearBlend] -> NV3X Optimized!
  144. *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
  145. *** Loading: [fpFarBlend] -> NV3X Optimized!
  146. *** Loading: [fpForestPlane] -> NV3X Optimized!
  147. *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
  148. *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
  149. *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
  150. Load bridges
  151. Load static objects
  152. ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
  153. ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
  154. ##### House without collision (3do/Buildings/Port/Floor/live.sim)
  155. INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
  156. INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
  157. ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
  158. ERROR file: File users/doe/Icons not found
  159. Mission: QuickQMBPro/BAT_Crimea/BAT_Crimeabluescramble00.mis is Playing
  160. Loading mission QuickQMBPro/BAT_Crimea/BAT_Crimeabluenonen00.mis...
  161. Y=1940 / M=7 / H= 12 , Temperature - 0m = 24.0 .
  162. Loading map.ini defined airfields:
  163. WARNING: ObjectVACache_Clear()
  164. WARNING: * Buf0 : Obj: 73, Vert 8684, Ind 17979
  165. WARNING: * Buf1 : Obj: 378, Vert 78364, Ind 137379
  166. WARNING: * Buf2 : Obj: 25, Vert 21212, Ind 38205
  167. Load bridges
  168. Load static objects
  169. INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
  170. INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
  171. ERROR file: File users/doe/Icons not found
  172. Mission: QuickQMBPro/BAT_Crimea/BAT_Crimeabluenonen00.mis is Playing
  173. warning: no files : music/inflight
  174.  
  175. [Jun 11, 2019 11:41:55 AM] -------------- END log session -------------
  176.  
  177. [Jun 11, 2019 11:42:30 AM] ------------ BEGIN log session -------------
  178.  
  179. [Jun 11, 2019 11:42:30 AM] ----------- Switched to pipe mode ----------
  180. OpenGL provider: Opengl32.dll
  181.  
  182. [Jun 11, 2019 3:31:02 PM] ------------ BEGIN log session -------------
  183.  
  184. [Jun 11, 2019 3:31:02 PM] ----------- Switched to pipe mode ----------
  185. OpenGL provider: Opengl32.dll
  186. OpenGL library:
  187. Vendor: NVIDIA Corporation
  188. Render: GeForce RTX 2080/PCIe/SSE2
  189. Version: 4.6.0 NVIDIA 419.67
  190. Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
  191. Size: 1152x864
  192. ColorBits: 32
  193. DepthBits: 24
  194. StencilBits: 8
  195. isDoubleBuffered: true
  196.  
  197. *** Looking for Advanced CPU Instructions...
  198. [x] PentiumPro
  199. [x] Multimedia (MMX)
  200. [x] 3D (SSE)
  201. [x] 3D (SSE2)
  202. [-] 3D (3DNow)
  203. ColourBits 32, ABits 0, ZBits 24
  204.  
  205. *** Looking for Render API Extensions ...
  206. [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
  207. [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
  208. [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
  209. [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
  210. [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
  211. [x] 'GL_ARB_multitexture' extension - Multitexturing.
  212. [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
  213. [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
  214. [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
  215. [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
  216. [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
  217. [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
  218. [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
  219.  
  220. Maximum texture size : 32768
  221. Maximum simultaneous textures :4
  222. MaxAnisotropic (1.0 = none) : 16.000000
  223. 15 Splashscreens available.
  224. Initializing DirectSound playback device...
  225. Primary buffer created.
  226. Playback format is set : sampling rate = 22050, num channels = 2.
  227. Not enought hardware buffers (0), hardware disabled
  228. Buffer caps : Transfer rate = 0, CPU overhead = 0.
  229. Default speaker config is : 1310724.
  230. Direct sound audio device initialized successfully :
  231. DX Version : 7
  232. Hardware - disabled [buffers : 0]
  233. Extensions - enabled :
  234. EAX ver. 1 [ ] - disabled
  235. EAX ver. 2 [ ] - disabled
  236. EAX ver. 3 [ ] - disabled
  237. I3D ver. 2 [ ] - disabled
  238. ZoomFX [ ] - disabled
  239. MacroFX [ ] - disabled
  240. SIMD render [X]
  241. num channels 32
  242.  
  243. Loading mission QuickQMBPro/BAT_Crimea/BAT_Crimeabluenonen00.mis...
  244. Y=1940 / M=7 / H= 12 , Temperature - 0m = 24.0 .
  245. Loading map.ini defined airfields:
  246. Detected Vertex Shaders 3.0.
  247. *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
  248. Vertex texture units: 32
  249.  
  250. PBuffer: suitable formats: 12
  251.  
  252. Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
  253. Depth = 24, stencil = 8
  254. PBuffer: suitable formats: 12
  255.  
  256. Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
  257. Depth = 24, stencil = 8
  258. Loading vertex/fragment programs: *704851040*
  259. *** Loading: [vpFogFar2Tex2D]
  260. *** Loading: [vpFog2Tex2DBlend]
  261. *** Loading: [vpFogFar4Tex2D]
  262. *** Loading: [vpFogFar8Tex2D]
  263. *** Loading: [vpFogNoTex]
  264. *** Loading: [vpFog4Tex2D]
  265. *** Loading: [vpFog4Tex2D_UV2]
  266. *** Loading: [vp4Tex2D]
  267. *** Loading: [vp6Tex2D]
  268. *** Loading: [vpTexUVTex2D]
  269. *** Loading: [vpWaterGrid_NV]
  270. *** Loading: [vpWaterSunLight_NV]
  271. *** Loading: [vpWaterSunLight_ATI]
  272. *** Loading: [vpWaterSunLight_FP]
  273. *** Loading: [vpTreeSprite]
  274. *** Loading: [vpTreeTrunk]
  275. *** Loading: [vpVAObjectsN]
  276. *** Loading: [vpVAObjectsL0]
  277. *** Loading: [vpSprites]
  278. *** Loading: [vpSimpleGL]
  279. *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
  280. *** Loading: [fpWaterSunLight] -> NV3X Optimized!
  281. *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
  282. *** Loading: [fpCoastBump] -> NV3X Optimized!
  283. *** Loading: [fpCoastFoam] -> NV3X Optimized!
  284. *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
  285. *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
  286. *** Loading: [fpCausticSimple] -> NV3X Optimized!
  287. *** Loading: [fpCaustic] -> NV3X Optimized!
  288. *** Loading: [fpSprites] -> NV3X Optimized!
  289. *** Loading: [fpObjectsL0] -> NV3X Optimized!
  290. *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
  291. *** Loading: [fpSimpleGL]
  292. *** Loading: [fpNearLandFog] -> NV3X Optimized!
  293. *** Loading: [fpFarLandFog] -> NV3X Optimized!
  294. *** Loading: [fpRiverCoastAA]
  295. *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
  296. *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
  297. *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
  298. *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
  299. *** Loading: [fpCoastBump8800] -> NV5X Optimized!
  300. *** Loading: [vpWaterDM_CPU]
  301. *** Loading: [fpWaterNearDM] -> NV4X Optimized!
  302. *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
  303. *** Loading: [fpWaterFarDM] -> NV4X Optimized!
  304. *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
  305. *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
  306. *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
  307. *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
  308. *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
  309. *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
  310. *** Loading: [fpWaterLFogDM]
  311. *** Loading: [fpIceWater] -> NV3X Optimized!
  312. *** Loading: [fpNearNoBlend] -> NV3X Optimized!
  313. *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
  314. *** Loading: [fpNearBlend] -> NV3X Optimized!
  315. *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
  316. *** Loading: [fpFarBlend] -> NV3X Optimized!
  317. *** Loading: [fpForestPlane] -> NV3X Optimized!
  318. *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
  319. *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
  320. *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
  321. Load bridges
  322. Load static objects
  323. ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
  324. ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
  325. ##### House without collision (3do/Buildings/Port/Floor/live.sim)
  326. INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
  327. INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
  328. java.io.FileNotFoundException
  329. at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
  330. at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
  331. at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
  332. at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
  333. at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1122)
  334. at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1102)
  335. at com.maddox.il2.game.Mission.loadWings(Mission.java:1089)
  336. at com.maddox.il2.game.Mission._load(Mission.java:653)
  337. at com.maddox.il2.game.Mission.access$600(Mission.java:123)
  338. at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
  339. at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
  340. at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
  341. at com.maddox.il2.game.Main.exec(Main.java:422)
  342. at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
  343. INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/Bf-109E-4/Ares.bmp'
  344. INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/Bf-109E-4/Ares.bmp' size: 0 != 512 | 1024
  345. ERROR file: File users/doe/Icons not found
  346. Mission: QuickQMBPro/BAT_Crimea/BAT_Crimeabluenonen00.mis is Playing
  347. warning: no files : music/inflight
  348. Loading mission QuickQMBPro/BAT_Crimea/BAT_Crimeabluenonen00.mis...
  349. Y=1940 / M=7 / H= 12 , Temperature - 0m = 24.0 .
  350. Loading map.ini defined airfields:
  351. WARNING: ObjectVACache_Clear()
  352. WARNING: * Buf0 : Obj: 1, Vert 11, Ind 108
  353. WARNING: * Buf1 : Obj: 201, Vert 17196, Ind 41157
  354. WARNING: * Buf2 : Obj: 5, Vert 480, Ind 720
  355. Load bridges
  356. Load static objects
  357. INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
  358. INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
  359. java.io.FileNotFoundException
  360. at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
  361. at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
  362. at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
  363. at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
  364. at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1122)
  365. at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1102)
  366. at com.maddox.il2.game.Mission.loadWings(Mission.java:1089)
  367. at com.maddox.il2.game.Mission._load(Mission.java:653)
  368. at com.maddox.il2.game.Mission.access$600(Mission.java:123)
  369. at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
  370. at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
  371. at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
  372. at com.maddox.il2.game.Main.exec(Main.java:422)
  373. at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
  374. INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/Bf-109E-4/Ares.bmp'
  375. INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/Bf-109E-4/Ares.bmp' size: 0 != 512 | 1024
  376. ERROR file: File users/doe/Icons not found
  377. Mission: QuickQMBPro/BAT_Crimea/BAT_Crimeabluenonen00.mis is Playing
  378. warning: no files : music/inflight
  379.  
  380. [Jun 11, 2019 3:45:22 PM] -------------- END log session -------------
  381.  
  382. [Jun 11, 2019 3:46:00 PM] ------------ BEGIN log session -------------
  383.  
  384. [Jun 11, 2019 3:46:00 PM] ----------- Switched to pipe mode ----------
  385. OpenGL provider: Opengl32.dll
  386. OpenGL library:
  387. Vendor: NVIDIA Corporation
  388. Render: GeForce RTX 2080/PCIe/SSE2
  389. Version: 4.6.0 NVIDIA 419.67
  390. Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
  391. Size: 1152x864
  392. ColorBits: 32
  393. DepthBits: 24
  394. StencilBits: 8
  395. isDoubleBuffered: true
  396.  
  397. *** Looking for Advanced CPU Instructions...
  398. [x] PentiumPro
  399. [x] Multimedia (MMX)
  400. [x] 3D (SSE)
  401. [x] 3D (SSE2)
  402. [-] 3D (3DNow)
  403. ColourBits 32, ABits 0, ZBits 24
  404.  
  405. *** Looking for Render API Extensions ...
  406. [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
  407. [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
  408. [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
  409. [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
  410. [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
  411. [x] 'GL_ARB_multitexture' extension - Multitexturing.
  412. [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
  413. [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
  414. [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
  415. [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
  416. [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
  417. [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
  418. [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
  419.  
  420. Maximum texture size : 32768
  421. Maximum simultaneous textures :4
  422. MaxAnisotropic (1.0 = none) : 16.000000
  423. 15 Splashscreens available.
  424. Spawn.get_WithSoftClass( com.maddox.il2.objects.trains.Cargo3 ): null
  425.  
  426. [Jun 11, 2019 3:49:23 PM] ------------ BEGIN log session -------------
  427.  
  428. [Jun 11, 2019 3:49:23 PM] ----------- Switched to pipe mode ----------
  429. OpenGL provider: Opengl32.dll
  430. OpenGL library:
  431. Vendor: NVIDIA Corporation
  432. Render: GeForce RTX 2080/PCIe/SSE2
  433. Version: 4.6.0 NVIDIA 419.67
  434. Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
  435. Size: 1152x864
  436. ColorBits: 32
  437. DepthBits: 24
  438. StencilBits: 8
  439. isDoubleBuffered: true
  440.  
  441. *** Looking for Advanced CPU Instructions...
  442. [x] PentiumPro
  443. [x] Multimedia (MMX)
  444. [x] 3D (SSE)
  445. [x] 3D (SSE2)
  446. [-] 3D (3DNow)
  447. ColourBits 32, ABits 0, ZBits 24
  448.  
  449. *** Looking for Render API Extensions ...
  450. [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
  451. [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
  452. [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
  453. [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
  454. [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
  455. [x] 'GL_ARB_multitexture' extension - Multitexturing.
  456. [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
  457. [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
  458. [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
  459. [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
  460. [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
  461. [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
  462. [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
  463.  
  464. Maximum texture size : 32768
  465. Maximum simultaneous textures :4
  466. MaxAnisotropic (1.0 = none) : 16.000000
  467. 15 Splashscreens available.
  468.  
  469. [Jun 11, 2019 3:52:24 PM] ------------ BEGIN log session -------------
  470.  
  471. [Jun 11, 2019 3:52:24 PM] ----------- Switched to pipe mode ----------
  472. OpenGL provider: Opengl32.dll
  473.  
  474. [Jun 11, 2019 3:58:04 PM] ------------ BEGIN log session -------------
  475.  
  476. [Jun 11, 2019 3:58:04 PM] ----------- Switched to pipe mode ----------
  477. OpenGL provider: Opengl32.dll
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