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Stdout

The document contains log entries from the idTech4A++ game engine, detailing the initialization process, including loading game data from specified directories and initializing audio, input, and rendering systems. It also provides information about the OpenGL context and various system configurations. The logs indicate successful loading of multiple game data files and the setup of the rendering system for the game environment.

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57manuel17z
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© © All Rights Reserved
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0% found this document useful (0 votes)
7 views19 pages

Stdout

The document contains log entries from the idTech4A++ game engine, detailing the initialization process, including loading game data from specified directories and initializing audio, input, and rendering systems. It also provides information about the OpenGL context and various system configurations. The logs indicate successful loading of multiple game data files and the setup of the rendering system for the game environment.

Uploaded by

57manuel17z
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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[Q3E::JNI/I]idTech4A++ game data directory: /storage/emulated/0/idTech4A/diii4a

[Q3E::JNI/I]idTech4A++ game command: /storage/emulated/0/idTech4A/diii4a/game.arm


+set harm_r_autoAspectRatio 1
[Q3E::Misc/I]idTech4A++ callbacks --------->
[Q3E::Misc/I]Q3E callback
[Q3E::Misc/I] AudioTrack:
[Q3E::Misc/I] initAudio: 0x7b6827e6f0
[Q3E::Misc/I] writeAudio: 0x7b6827e800
[Q3E::Misc/I] shutdownAudio: 0x7b6827e904
[Q3E::Misc/I] Input:
[Q3E::Misc/I] grab_mouse: 0x7b68280308
[Q3E::Misc/I] pull_input_event: 0x7b682803bc
[Q3E::Misc/I] setup_smooth_joystick: 0x7b68280480
[Q3E::Misc/I] System:
[Q3E::Misc/I] attach_thread: 0x7b68280534
[Q3E::Misc/I] tmpfile: 0x7b682805b4
[Q3E::Misc/I] copy_to_clipboard: 0x7b68280088
[Q3E::Misc/I] get_clipboard_text: 0x7b6828072c
[Q3E::Misc/I] open_keyboard: 0x7b68280858
[Q3E::Misc/I] close_keyboard: 0x7b6828091c
[Q3E::Misc/I] open_url: 0x7b682809e0
[Q3E::Misc/I] exit_finish: 0x7b6827ff28
[Q3E::Misc/I] GUI:
[Q3E::Misc/I] show_toast: 0x7b682801dc
[Q3E::Misc/I] open_dialog: 0x7b68280b10
[Q3E::Misc/I] Other:
[Q3E::Misc/I] setState: 0x7b6827e9d4
[Q3E::Misc/I]<---------
[Q3E::Misc/I]Q3E command line arguments: 4
[Q3E::Misc/I] 0: /storage/emulated/0/idTech4A/diii4a/game.arm
[Q3E::Misc/I] 1: +set
[Q3E::Misc/I] 2: harm_r_autoAspectRatio
[Q3E::Misc/I] 3: 1
[Q3E::Misc/I]idTech4A++ initial context --------->
[Q3E::Misc/I]Q3E initial context
[Q3E::Misc/I] OpenGL:
[Q3E::Misc/I] Format: 0x8888
[Q3E::Misc/I] Depth bits: 24
[Q3E::Misc/I] MSAA: 0
[Q3E::Misc/I] Version: 00030000
[Q3E::Misc/I] Screen size: 1600 x 720
[Q3E::Misc/I] Window: 0xb400007b56d63810
[Q3E::Misc/I] Variables:
[Q3E::Misc/I] Native library directory:
/data/app/~~wNhUZi3op2jyutswNJDDhg==/com.karin.idTech4Amm-
kcHwbpDqgkfDM6b218reFw==/lib/arm64
[Q3E::Misc/I] Redirect output to file: 1
[Q3E::Misc/I] No handle signals: 0
[Q3E::Misc/I] Multi-thread: 0
[Q3E::Misc/I] Using mouse: 0
[Q3E::Misc/I] Game data directory: /storage/emulated/0/idTech4A/diii4a
[Q3E::Misc/I] Application home directory:
/storage/emulated/0/Android/data/com.karin.idTech4Amm/files/diii4a
[Q3E::Misc/I] Refresh rate: 60
[Q3E::Misc/I] Smooth joystick: 1
[Q3E::Misc/I] Max console height frac: 0
[Q3E::Misc/I] Continue when missing OpenGL context: 0
[Q3E::Misc/I]<---------
[Q3E::JNI/I]idTech4A++(arm64) game data directory:
/storage/emulated/0/idTech4A/diii4a
[Q3E::Thread/I]Native thread created: 529693805744.
[Q3E::JNI/I]Enter native game main thread.
[Harmattan]: Enter idTech4 main thread.
DOOM 1.3.1.1304 android-arm64 Jan 17 2025 15:57:31
found interface lo - loopback
found interface seth_lte0 - 10.11.191.116/255.0.0.0
------ Initializing File System ------
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/game00.pk4 with checksum
0xf07eb555
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/game01.pk4 with checksum
0x51c6981f
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/game02.pk4 with checksum
0xf3ec6f7
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/game03.pk4 with checksum
0x5d4230ea
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/pak000.pk4 with checksum
0x28d208f1
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/pak001.pk4 with checksum
0x40244be0
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/pak002.pk4 with checksum
0xc51ecdcd
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/pak003.pk4 with checksum
0xcd79d028
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/pak004.pk4 with checksum
0x765e4f8b
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/pak005.pk4 with checksum
0x8ffc3621
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/pak006.pk4 with checksum
0x95b65ab
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/pak007.pk4 with checksum
0x666bdb3c
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/pak008.pk4 with checksum
0x23ae5993
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/zpak000.pk4 with checksum
0xfaa41155
Loaded pk4 /storage/emulated/0/idTech4A/diii4a/base/zpak003.pk4 with checksum
0x7bbbf746
Current search path:
/storage/emulated/0/idTech4A/diii4a/base
/storage/emulated/0/idTech4A/diii4a/base/zpak003.pk4 (5 files)
/storage/emulated/0/idTech4A/diii4a/base/zpak000.pk4 (830 files)
/storage/emulated/0/idTech4A/diii4a/base/pak008.pk4 (3 files)
/storage/emulated/0/idTech4A/diii4a/base/pak007.pk4 (38 files)
/storage/emulated/0/idTech4A/diii4a/base/pak006.pk4 (48 files)
/storage/emulated/0/idTech4A/diii4a/base/pak005.pk4 (63 files)
/storage/emulated/0/idTech4A/diii4a/base/pak004.pk4 (5137 files)
/storage/emulated/0/idTech4A/diii4a/base/pak003.pk4 (4676 files)
/storage/emulated/0/idTech4A/diii4a/base/pak002.pk4 (6120 files)
/storage/emulated/0/idTech4A/diii4a/base/pak001.pk4 (8972 files)
/storage/emulated/0/idTech4A/diii4a/base/pak000.pk4 (2698 files)
/storage/emulated/0/idTech4A/diii4a/base/game03.pk4 (2 files)
/storage/emulated/0/idTech4A/diii4a/base/game02.pk4 (2 files)
/storage/emulated/0/idTech4A/diii4a/base/game01.pk4 (2 files)
/storage/emulated/0/idTech4A/diii4a/base/game00.pk4 (2 files)
/storage/emulated/0/Android/data/com.karin.idTech4Amm/files/diii4a/base
game DLL: 0x0 in pak: 0x0
Addon pk4s:
file system initialized.
--------------------------------------
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
[Harmattan]: GLSL command features:
exportGLSLShaderSource: export GLSL shader source to filesystem.
reloadGLSLprograms: reload external shader source.
printGLSLShaderSource: print shader source.
exportDevShaderSource: export original C-String GLSL shader source to
filesystem.
CreateShadowMapImage: GLES2_2D_RGBA(GenerateShadow2DRGBAImage) -> 2048 x 2048
CreateShadowMapImage: GLES2_2D_RGBA(GenerateShadow2DRGBAImage) -> 1024 x 1024
CreateShadowMapImage: GLES2_2D_RGBA(GenerateShadow2DRGBAImage) -> 512 x 512
CreateShadowMapImage: GLES2_2D_RGBA(GenerateShadow2DRGBAImage) -> 512 x 512
CreateShadowMapImage: GLES2_2D_RGBA(GenerateShadow2DRGBAImage) -> 256 x 256
CreateShadowMapImage: GLES2_2D_DEPTH(GenerateShadow2DDepthImage) -> 2048 x 2048
CreateShadowMapImage: GLES2_2D_DEPTH(GenerateShadow2DDepthImage) -> 1024 x 1024
CreateShadowMapImage: GLES2_2D_DEPTH(GenerateShadow2DDepthImage) -> 512 x 512
CreateShadowMapImage: GLES2_2D_DEPTH(GenerateShadow2DDepthImage) -> 512 x 512
CreateShadowMapImage: GLES2_2D_DEPTH(GenerateShadow2DDepthImage) -> 256 x 256
CreateShadowMapImage: GLES2_CUBE_RGBA(GenerateShadowCubeRGBAImage) -> 2048 x 2048
CreateShadowMapImage: GLES2_CUBE_RGBA(GenerateShadowCubeRGBAImage) -> 1024 x 1024
CreateShadowMapImage: GLES2_CUBE_RGBA(GenerateShadowCubeRGBAImage) -> 512 x 512
CreateShadowMapImage: GLES2_CUBE_RGBA(GenerateShadowCubeRGBAImage) -> 512 x 512
CreateShadowMapImage: GLES2_CUBE_RGBA(GenerateShadowCubeRGBAImage) -> 256 x 256
CreateShadowMapImage: GLES2_CUBE_DEPTH(GenerateShadowCubeDepthImage) -> 2048 x 2048
CreateShadowMapImage: GLES2_CUBE_DEPTH(GenerateShadowCubeDepthImage) -> 1024 x 1024
CreateShadowMapImage: GLES2_CUBE_DEPTH(GenerateShadowCubeDepthImage) -> 512 x 512
CreateShadowMapImage: GLES2_CUBE_DEPTH(GenerateShadowCubeDepthImage) -> 512 x 512
CreateShadowMapImage: GLES2_CUBE_DEPTH(GenerateShadowCubeDepthImage) -> 256 x 256
CreateShadowMapImage: GLES3_2DARRAY_DEPTH(GenerateShadowArray) -> 2048 x 2048
CreateShadowMapImage: GLES3_2DARRAY_DEPTH(GenerateShadowArray) -> 1024 x 1024
CreateShadowMapImage: GLES3_2DARRAY_DEPTH(GenerateShadowArray) -> 512 x 512
CreateShadowMapImage: GLES3_2DARRAY_DEPTH(GenerateShadowArray) -> 512 x 512
CreateShadowMapImage: GLES3_2DARRAY_DEPTH(GenerateShadowArray) -> 256 x 256
renderSystem initialized.
--------------------------------------
5206 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
execing DoomConfig.cfg
couldn't exec autoexec.cfg
5206 strings read from strings/spanish.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
r_mode(-1), r_customWidth(1600), r_customHeight(720), r_aspectRatio(-1) = 2.222222
----- R_InitOpenGL -----
Setup EGL display connection
Initializing OpenGL display
[Harmattan]: Request special EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth,
8 stencil display. samples 0 sample buffers 0.
[Harmattan]: Get EGL context num -> 4.
1 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 0 sample buffers 0.
2 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 4 sample buffers 1.
3 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 8 sample buffers 1.
4 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 16 sample buffers 1.
Choose EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 0 sample buffers 0.
[Harmattan]: Create OpenGL ES3.2 context.
[Harmattan]: EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil
display. samples 0, sample buffers 0.
dlopen(libGLESv3.so)
GetProc (glActiveTexture) -> 0x7c68d29030
GetProc (glAttachShader) -> 0x7c68d29050
GetProc (glBindAttribLocation) -> 0x7c68d29070
GetProc (glBindBuffer) -> 0x7c68d29090
GetProc (glBindFramebuffer) -> 0x7c68d290b0
GetProc (glBindRenderbuffer) -> 0x7c68d290d0
GetProc (glBindTexture) -> 0x7c68d290f0
GetProc (glBlendColor) -> 0x7c68d29110
GetProc (glBlendEquation) -> 0x7c68d29130
GetProc (glBlendEquationSeparate) -> 0x7c68d29150
GetProc (glBlendFunc) -> 0x7c68d29170
GetProc (glBlendFuncSeparate) -> 0x7c68d29190
GetProc (glBufferData) -> 0x7c68d291b0
GetProc (glBufferSubData) -> 0x7c68d291d0
GetProc (glCheckFramebufferStatus) -> 0x7c68d291f0
GetProc (glClear) -> 0x7c68d29210
GetProc (glClearColor) -> 0x7c68d29230
GetProc (glClearDepthf) -> 0x7c68d29250
GetProc (glClearStencil) -> 0x7c68d29270
GetProc (glColorMask) -> 0x7c68d29290
GetProc (glCompileShader) -> 0x7c68d292b0
GetProc (glCompressedTexImage2D) -> 0x7c68d292d0
GetProc (glCompressedTexSubImage2D) -> 0x7c68d292f0
GetProc (glCopyTexImage2D) -> 0x7c68d29310
GetProc (glCopyTexSubImage2D) -> 0x7c68d29330
GetProc (glCreateProgram) -> 0x7c68d29350
GetProc (glCreateShader) -> 0x7c68d29370
GetProc (glCullFace) -> 0x7c68d29390
GetProc (glDeleteBuffers) -> 0x7c68d293b0
GetProc (glDeleteFramebuffers) -> 0x7c68d293d0
GetProc (glDeleteProgram) -> 0x7c68d293f0
GetProc (glDeleteRenderbuffers) -> 0x7c68d29410
GetProc (glDeleteShader) -> 0x7c68d29430
GetProc (glDeleteTextures) -> 0x7c68d29450
GetProc (glDepthFunc) -> 0x7c68d29470
GetProc (glDepthMask) -> 0x7c68d29490
GetProc (glDepthRangef) -> 0x7c68d294b0
GetProc (glDetachShader) -> 0x7c68d294d0
GetProc (glDisable) -> 0x7c68d294f0
GetProc (glDisableVertexAttribArray) -> 0x7c68d29510
GetProc (glDrawArrays) -> 0x7c68d29530
GetProc (glDrawElements) -> 0x7c68d29550
GetProc (glEnable) -> 0x7c68d29570
GetProc (glEnableVertexAttribArray) -> 0x7c68d29590
GetProc (glFinish) -> 0x7c68d295b0
GetProc (glFlush) -> 0x7c68d295d0
GetProc (glFramebufferRenderbuffer) -> 0x7c68d295f0
GetProc (glFramebufferTexture2D) -> 0x7c68d29610
GetProc (glFrontFace) -> 0x7c68d29630
GetProc (glGenBuffers) -> 0x7c68d29650
GetProc (glGenerateMipmap) -> 0x7c68d29670
GetProc (glGenFramebuffers) -> 0x7c68d29690
GetProc (glGenRenderbuffers) -> 0x7c68d296b0
GetProc (glGenTextures) -> 0x7c68d296d0
GetProc (glGetActiveAttrib) -> 0x7c68d296f0
GetProc (glGetActiveUniform) -> 0x7c68d29710
GetProc (glGetAttachedShaders) -> 0x7c68d29730
GetProc (glGetAttribLocation) -> 0x7c68d29750
GetProc (glGetBooleanv) -> 0x7c68d2f9a0
GetProc (glGetBufferParameteriv) -> 0x7c68d29770
GetProc (glGetError) -> 0x7c68d29790
GetProc (glGetFloatv) -> 0x7c68d2f9e0
GetProc (glGetFramebufferAttachmentParameteriv) -> 0x7c68d297b0
GetProc (glGetIntegerv) -> 0x7c68d2fa20
GetProc (glGetProgramiv) -> 0x7c68d297d0
GetProc (glGetProgramInfoLog) -> 0x7c68d297f0
GetProc (glGetRenderbufferParameteriv) -> 0x7c68d29810
GetProc (glGetShaderiv) -> 0x7c68d29830
GetProc (glGetShaderInfoLog) -> 0x7c68d29850
GetProc (glGetShaderPrecisionFormat) -> 0x7c68d29870
GetProc (glGetShaderSource) -> 0x7c68d29890
GetProc (glGetString) -> 0x7c68d2f930
GetProc (glGetTexParameterfv) -> 0x7c68d298b0
GetProc (glGetTexParameteriv) -> 0x7c68d298d0
GetProc (glGetUniformfv) -> 0x7c68d298f0
GetProc (glGetUniformiv) -> 0x7c68d29910
GetProc (glGetUniformLocation) -> 0x7c68d29930
GetProc (glGetVertexAttribfv) -> 0x7c68d29950
GetProc (glGetVertexAttribiv) -> 0x7c68d29970
GetProc (glGetVertexAttribPointerv) -> 0x7c68d29990
GetProc (glHint) -> 0x7c68d299b0
GetProc (glIsBuffer) -> 0x7c68d299d0
GetProc (glIsEnabled) -> 0x7c68d299f0
GetProc (glIsFramebuffer) -> 0x7c68d29a10
GetProc (glIsProgram) -> 0x7c68d29a30
GetProc (glIsRenderbuffer) -> 0x7c68d29a50
GetProc (glIsShader) -> 0x7c68d29a70
GetProc (glIsTexture) -> 0x7c68d29a90
GetProc (glLineWidth) -> 0x7c68d29ab0
GetProc (glLinkProgram) -> 0x7c68d29ad0
GetProc (glPixelStorei) -> 0x7c68d29af0
GetProc (glPolygonOffset) -> 0x7c68d29b10
GetProc (glReadPixels) -> 0x7c68d29b30
GetProc (glReleaseShaderCompiler) -> 0x7c68d29b50
GetProc (glRenderbufferStorage) -> 0x7c68d29b70
GetProc (glSampleCoverage) -> 0x7c68d29b90
GetProc (glScissor) -> 0x7c68d29bb0
GetProc (glShaderBinary) -> 0x7c68d29bd0
GetProc (glShaderSource) -> 0x7c68d29bf0
GetProc (glStencilFunc) -> 0x7c68d29c10
GetProc (glStencilFuncSeparate) -> 0x7c68d29c30
GetProc (glStencilMask) -> 0x7c68d29c50
GetProc (glStencilMaskSeparate) -> 0x7c68d29c70
GetProc (glStencilOp) -> 0x7c68d29c90
GetProc (glStencilOpSeparate) -> 0x7c68d29cb0
GetProc (glTexImage2D) -> 0x7c68d29cd0
GetProc (glTexParameterf) -> 0x7c68d29cf0
GetProc (glTexParameterfv) -> 0x7c68d29d10
GetProc (glTexParameteri) -> 0x7c68d29d30
GetProc (glTexParameteriv) -> 0x7c68d29d50
GetProc (glTexSubImage2D) -> 0x7c68d29d70
GetProc (glUniform1f) -> 0x7c68d29d90
GetProc (glUniform1fv) -> 0x7c68d29db0
GetProc (glUniform1i) -> 0x7c68d29dd0
GetProc (glUniform1iv) -> 0x7c68d29df0
GetProc (glUniform2f) -> 0x7c68d29e10
GetProc (glUniform2fv) -> 0x7c68d29e30
GetProc (glUniform2i) -> 0x7c68d29e50
GetProc (glUniform2iv) -> 0x7c68d29e70
GetProc (glUniform3f) -> 0x7c68d29e90
GetProc (glUniform3fv) -> 0x7c68d29eb0
GetProc (glUniform3i) -> 0x7c68d29ed0
GetProc (glUniform3iv) -> 0x7c68d29ef0
GetProc (glUniform4f) -> 0x7c68d29f10
GetProc (glUniform4fv) -> 0x7c68d29f30
GetProc (glUniform4i) -> 0x7c68d29f50
GetProc (glUniform4iv) -> 0x7c68d29f70
GetProc (glUniformMatrix2fv) -> 0x7c68d29f90
GetProc (glUniformMatrix3fv) -> 0x7c68d29fb0
GetProc (glUniformMatrix4fv) -> 0x7c68d29fd0
GetProc (glUseProgram) -> 0x7c68d29ff0
GetProc (glValidateProgram) -> 0x7c68d2a010
GetProc (glVertexAttrib1f) -> 0x7c68d2a030
GetProc (glVertexAttrib1fv) -> 0x7c68d2a050
GetProc (glVertexAttrib2f) -> 0x7c68d2a070
GetProc (glVertexAttrib2fv) -> 0x7c68d2a090
GetProc (glVertexAttrib3f) -> 0x7c68d2a0b0
GetProc (glVertexAttrib3fv) -> 0x7c68d2a0d0
GetProc (glVertexAttrib4f) -> 0x7c68d2a0f0
GetProc (glVertexAttrib4fv) -> 0x7c68d2a110
GetProc (glVertexAttribPointer) -> 0x7c68d2a130
GetProc (glViewport) -> 0x7c68d2a150
GetProc (glTexImage3D) -> 0x7c68d2a1b0
GetProc (glReadBuffer) -> 0x7c68d2a170
GetProc (glDrawBuffers) -> 0x7c68d2a370
GetProc (glFramebufferTextureLayer) -> 0x7c68d2a490
GetProc (glBlitFramebuffer) -> 0x7c68d2a450
GetProc (glDebugMessageControl) -> 0x7c68d2b6f0
GetProc (glDebugMessageCallback) -> 0x7c68d2b730
GetProc (glGetDebugMessageLog) -> 0x7c68d2b750
GetProc (glGetTexLevelParameteriv) -> 0x7c68d2b5d0
GetProc (glGetInternalformativ) -> 0x7c68d2ae10
GL_RENDERER: Mali-G57
GL_EXTENSIONS: GL_EXT_debug_marker GL_ARM_rgba8 GL_ARM_mali_shader_binary
GL_OES_depth24 GL_OES_depth_texture GL_OES_depth_texture_cube_map
GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_EXT_read_format_bgra
GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture
GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_EGL_image_external
GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_texture_npot
GL_OES_vertex_half_float GL_OES_required_internalformat GL_OES_vertex_array_object
GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg
GL_EXT_texture_type_2_10_10_10_REV GL_OES_fbo_render_mipmap
GL_OES_element_index_uint GL_EXT_shadow_samplers GL_OES_texture_compression_astc
GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr
GL_KHR_texture_compression_astc_sliced_3d
GL_EXT_texture_compression_astc_decode_mode
GL_EXT_texture_compression_astc_decode_mode_rgb9e5 GL_KHR_debug
GL_EXT_occlusion_query_boolean GL_EXT_disjoint_timer_query GL_EXT_blend_minmax
GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_OES_texture_3D
GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture
GL_EXT_multisampled_render_to_texture2 GL_OES_surfaceless_context
GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage
GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil
GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_control
GL_EXT_texture_sRGB_decode GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8
GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
GL_OES_texture_storage_multisample_2d_array GL_OES_shader_image_atomic
GL_EXT_robustness GL_EXT_draw_buffers_indexed GL_OES_draw_buffers_indexed
GL_EXT_texture_border_clamp GL_OES_texture_border_clamp
GL_EXT_texture_cube_map_array GL_OES_texture_cube_map_array GL_OES_sample_variables
GL_OES_sample_shading GL_OES_shader_multisample_interpolation
GL_EXT_shader_io_blocks GL_OES_shader_io_blocks GL_EXT_tessellation_shader
GL_OES_tessellation_shader GL_EXT_primitive_bounding_box
GL_OES_primitive_bounding_box GL_EXT_geometry_shader GL_OES_geometry_shader
GL_ANDROID_extension_pack_es31a GL_EXT_gpu_shader5 GL_OES_gpu_shader5
GL_EXT_texture_buffer GL_OES_texture_buffer GL_EXT_copy_image GL_OES_copy_image
GL_EXT_shader_non_constant_global_initializers GL_EXT_color_buffer_half_float
GL_EXT_unpack_subimage GL_EXT_color_buffer_float GL_EXT_float_blend
GL_EXT_YUV_target GL_OVR_multiview GL_OVR_multiview2
GL_OVR_multiview_multisampled_render_to_texture GL_KHR_robustness
GL_KHR_robust_buffer_access_behavior GL_EXT_draw_elements_base_vertex
GL_OES_draw_elements_base_vertex GL_EXT_protected_textures GL_EXT_buffer_storage
GL_EXT_external_buffer GL_EXT_EGL_image_array GL_EXT_texture_filter_anisotropic
GL_OES_texture_float_linear GL_ARM_texture_unnormalized_coordinates
GL_EXT_shader_framebuffer_fetch GL_EXT_clip_control
GL_VERSION: OpenGL ES 3.2 v1.r41p0-01eac0.018fc629603b7a70cc68d32f78ac8686
GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 3.20
------ Android AudioTrack Sound Initialization ------
[Q3E::JNI/I]Q3E AudioTrack init
X..GL_EXT_texture_compression_s3tc not found
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
...using GL_1.4_texture_lod_bias
...using GL_EXT_framebuffer_object
---------- R_GLSL_Init ----------
Available.
---------------------------------
----- R_ReloadGLSLPrograms -----
[Harmattan]: Load GLSL shader program: interaction
[Harmattan]: 1. Load external shader source: Vertex(interaction.vert),
Fragment(interaction.frag)
Load GLSL shader file: glsl3progs/interaction.vert -> fail
Load GLSL shader file: glsl3progs/interaction.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interaction'.


[Harmattan]: Load GLSL shader program: shadow
[Harmattan]: 1. Load external shader source: Vertex(shadow.vert),
Fragment(shadow.frag)
Load GLSL shader file: glsl3progs/shadow.vert -> fail
Load GLSL shader file: glsl3progs/shadow.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'shadow'.


[Harmattan]: Load GLSL shader program: default
[Harmattan]: 1. Load external shader source: Vertex(default.vert),
Fragment(default.frag)
Load GLSL shader file: glsl3progs/default.vert -> fail
Load GLSL shader file: glsl3progs/default.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'default'.


[Harmattan]: Load GLSL shader program: zfill
[Harmattan]: 1. Load external shader source: Vertex(zfill.vert),
Fragment(zfill.frag)
Load GLSL shader file: glsl3progs/zfill.vert -> fail
Load GLSL shader file: glsl3progs/zfill.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'zfill'.


[Harmattan]: Load GLSL shader program: zfillClip
[Harmattan]: 1. Load external shader source: Vertex(zfillClip.vert),
Fragment(zfillClip.frag)
Load GLSL shader file: glsl3progs/zfillClip.vert -> fail
Load GLSL shader file: glsl3progs/zfillClip.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'zfillClip'.


[Harmattan]: Load GLSL shader program: cubemap
[Harmattan]: 1. Load external shader source: Vertex(cubemap.vert),
Fragment(cubemap.frag)
Load GLSL shader file: glsl3progs/cubemap.vert -> fail
Load GLSL shader file: glsl3progs/cubemap.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'cubemap'.


[Harmattan]: Load GLSL shader program: environment
[Harmattan]: 1. Load external shader source: Vertex(environment.vert),
Fragment(environment.frag)
Load GLSL shader file: glsl3progs/environment.vert -> fail
Load GLSL shader file: glsl3progs/environment.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'environment'.


[Harmattan]: Load GLSL shader program: bumpyEnvironment
[Harmattan]: 1. Load external shader source: Vertex(bumpyEnvironment.vert),
Fragment(bumpyEnvironment.frag)
Load GLSL shader file: glsl3progs/bumpyEnvironment.vert -> fail
Load GLSL shader file: glsl3progs/bumpyEnvironment.frag -> fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'bumpyEnvironment'.


[Harmattan]: Load GLSL shader program: fog
[Harmattan]: 1. Load external shader source: Vertex(fog.vert), Fragment(fog.frag)
Load GLSL shader file: glsl3progs/fog.vert -> fail
Load GLSL shader file: glsl3progs/fog.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'fog'.


[Harmattan]: Load GLSL shader program: blendLight
[Harmattan]: 1. Load external shader source: Vertex(blendLight.vert),
Fragment(blendLight.frag)
Load GLSL shader file: glsl3progs/blendLight.vert -> fail
Load GLSL shader file: glsl3progs/blendLight.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'blendLight'.


[Harmattan]: Load GLSL shader program: interactionPBR
[Harmattan]: 1. Load external shader source: Vertex(interactionPBR.vert),
Fragment(interactionPBR.frag)
Load GLSL shader file: glsl3progs/interactionPBR.vert -> fail
Load GLSL shader file: glsl3progs/interactionPBR.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionPBR'.


[Harmattan]: Load GLSL shader program: interactionBlinnphong
[Harmattan]: 1. Load external shader source: Vertex(interactionBlinnphong.vert),
Fragment(interactionBlinnphong.frag)
Load GLSL shader file: glsl3progs/interactionBlinnphong.vert -> fail
Load GLSL shader file: glsl3progs/interactionBlinnphong.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionBlinnphong'.


[Harmattan]: Load GLSL shader program: ambientLighting
[Harmattan]: 1. Load external shader source: Vertex(ambientLighting.vert),
Fragment(ambientLighting.frag)
Load GLSL shader file: glsl3progs/ambientLighting.vert -> fail
Load GLSL shader file: glsl3progs/ambientLighting.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'ambientLighting'.


[Harmattan]: Load GLSL shader program: diffuseCubemap
[Harmattan]: 1. Load external shader source: Vertex(diffuseCubemap.vert),
Fragment(diffuseCubemap.frag)
Load GLSL shader file: glsl3progs/diffuseCubemap.vert -> fail
Load GLSL shader file: glsl3progs/diffuseCubemap.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'diffuseCubemap'.


[Harmattan]: Load GLSL shader program: texgen
[Harmattan]: 1. Load external shader source: Vertex(texgen.vert),
Fragment(texgen.frag)
Load GLSL shader file: glsl3progs/texgen.vert -> fail
Load GLSL shader file: glsl3progs/texgen.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'texgen'.


[Harmattan]: Load GLSL shader program: heatHaze
[Harmattan]: 1. Load external shader source: Vertex(heatHaze.vert),
Fragment(heatHaze.frag)
Load GLSL shader file: glsl3progs/heatHaze.vert -> fail
Load GLSL shader file: glsl3progs/heatHaze.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'heatHaze'.


[Harmattan]: Load GLSL shader program: heatHazeWithMask
[Harmattan]: 1. Load external shader source: Vertex(heatHazeWithMask.vert),
Fragment(heatHazeWithMask.frag)
Load GLSL shader file: glsl3progs/heatHazeWithMask.vert -> fail
Load GLSL shader file: glsl3progs/heatHazeWithMask.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'heatHazeWithMask'.


[Harmattan]: Load GLSL shader program: heatHazeWithMaskAndVertex
[Harmattan]: 1. Load external shader source:
Vertex(heatHazeWithMaskAndVertex.vert), Fragment(heatHazeWithMaskAndVertex.frag)
Load GLSL shader file: glsl3progs/heatHazeWithMaskAndVertex.vert -> fail
Load GLSL shader file: glsl3progs/heatHazeWithMaskAndVertex.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'heatHazeWithMaskAndVertex'.


[Harmattan]: Load GLSL shader program: colorProcess
[Harmattan]: 1. Load external shader source: Vertex(colorProcess.vert),
Fragment(colorProcess.frag)
Load GLSL shader file: glsl3progs/colorProcess.vert -> fail
Load GLSL shader file: glsl3progs/colorProcess.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'colorProcess'.


[Harmattan]: Load GLSL shader program: depth
[Harmattan]: 1. Load external shader source: Vertex(depth.vert),
Fragment(depth.frag)
Load GLSL shader file: glsl3progs/depth.vert -> fail
Load GLSL shader file: glsl3progs/depth.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'depth'.


[Harmattan]: Load GLSL shader program: depthPerforated
[Harmattan]: 1. Load external shader source: Vertex(depthPerforated.vert),
Fragment(depthPerforated.frag)
Load GLSL shader file: glsl3progs/depthPerforated.vert -> fail
Load GLSL shader file: glsl3progs/depthPerforated.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'depthPerforated'.


[Harmattan]: Load GLSL shader program: interactionPointLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(interactionPointLightShadowMapping.vert),
Fragment(interactionPointLightShadowMapping.frag)
Load GLSL shader file: glsl3progs/interactionPointLightShadowMapping.vert -> fail
Load GLSL shader file: glsl3progs/interactionPointLightShadowMapping.frag -> fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionPointLightShadowMapping'.


[Harmattan]: Load GLSL shader program: interactionPBRPointLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(interactionPBRPointLightShadowMapping.vert),
Fragment(interactionPBRPointLightShadowMapping.frag)
Load GLSL shader file: glsl3progs/interactionPBRPointLightShadowMapping.vert ->
fail
Load GLSL shader file: glsl3progs/interactionPBRPointLightShadowMapping.frag ->
fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionPBRPointLightShadowMapping'.


[Harmattan]: Load GLSL shader program: interactionBlinnphongPointLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(interactionBlinnphongPointLightShadowMapping.vert),
Fragment(interactionBlinnphongPointLightShadowMapping.frag)
Load GLSL shader file: glsl3progs/interactionBlinnphongPointLightShadowMapping.vert
-> fail
Load GLSL shader file: glsl3progs/interactionBlinnphongPointLightShadowMapping.frag
-> fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program


'interactionBlinnphongPointLightShadowMapping'.
[Harmattan]: Load GLSL shader program: ambientLightingPointLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(ambientLightingPointLightShadowMapping.vert),
Fragment(ambientLightingPointLightShadowMapping.frag)
Load GLSL shader file: glsl3progs/ambientLightingPointLightShadowMapping.vert ->
fail
Load GLSL shader file: glsl3progs/ambientLightingPointLightShadowMapping.frag ->
fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'ambientLightingPointLightShadowMapping'.


[Harmattan]: Load GLSL shader program: interactionParallelLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(interactionParallelLightShadowMapping.vert),
Fragment(interactionParallelLightShadowMapping.frag)
Load GLSL shader file: glsl3progs/interactionParallelLightShadowMapping.vert ->
fail
Load GLSL shader file: glsl3progs/interactionParallelLightShadowMapping.frag ->
fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionParallelLightShadowMapping'.


[Harmattan]: Load GLSL shader program: interactionPBRParallelLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(interactionPBRParallelLightShadowMapping.vert),
Fragment(interactionPBRParallelLightShadowMapping.frag)
Load GLSL shader file: glsl3progs/interactionPBRParallelLightShadowMapping.vert ->
fail
Load GLSL shader file: glsl3progs/interactionPBRParallelLightShadowMapping.frag ->
fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionPBRParallelLightShadowMapping'.


[Harmattan]: Load GLSL shader program:
interactionBlinnphongParallelLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(interactionBlinnphongParallelLightShadowMapping.vert),
Fragment(interactionBlinnphongParallelLightShadowMapping.frag)
Load GLSL shader file:
glsl3progs/interactionBlinnphongParallelLightShadowMapping.vert -> fail
Load GLSL shader file:
glsl3progs/interactionBlinnphongParallelLightShadowMapping.frag -> fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program


'interactionBlinnphongParallelLightShadowMapping'.
[Harmattan]: Load GLSL shader program: ambientLightingParallelLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(ambientLightingParallelLightShadowMapping.vert),
Fragment(ambientLightingParallelLightShadowMapping.frag)
Load GLSL shader file: glsl3progs/ambientLightingParallelLightShadowMapping.vert ->
fail
Load GLSL shader file: glsl3progs/ambientLightingParallelLightShadowMapping.frag ->
fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program


'ambientLightingParallelLightShadowMapping'.
[Harmattan]: Load GLSL shader program: interactionSpotLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(interactionSpotLightShadowMapping.vert),
Fragment(interactionSpotLightShadowMapping.frag)
Load GLSL shader file: glsl3progs/interactionSpotLightShadowMapping.vert -> fail
Load GLSL shader file: glsl3progs/interactionSpotLightShadowMapping.frag -> fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!
idGLSLShaderManager::Add shader program 'interactionSpotLightShadowMapping'.
[Harmattan]: Load GLSL shader program: interactionPBRSpotLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(interactionPBRSpotLightShadowMapping.vert),
Fragment(interactionPBRSpotLightShadowMapping.frag)
Load GLSL shader file: glsl3progs/interactionPBRSpotLightShadowMapping.vert -> fail
Load GLSL shader file: glsl3progs/interactionPBRSpotLightShadowMapping.frag -> fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionPBRSpotLightShadowMapping'.


[Harmattan]: Load GLSL shader program: interactionBlinnphongSpotLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(interactionBlinnphongSpotLightShadowMapping.vert),
Fragment(interactionBlinnphongSpotLightShadowMapping.frag)
Load GLSL shader file: glsl3progs/interactionBlinnphongSpotLightShadowMapping.vert
-> fail
Load GLSL shader file: glsl3progs/interactionBlinnphongSpotLightShadowMapping.frag
-> fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program


'interactionBlinnphongSpotLightShadowMapping'.
[Harmattan]: Load GLSL shader program: ambientLightingSpotLightShadowMapping
[Harmattan]: 1. Load external shader source:
Vertex(ambientLightingSpotLightShadowMapping.vert),
Fragment(ambientLightingSpotLightShadowMapping.frag)
Load GLSL shader file: glsl3progs/ambientLightingSpotLightShadowMapping.vert ->
fail
Load GLSL shader file: glsl3progs/ambientLightingSpotLightShadowMapping.frag ->
fail
[Harmattan]: 2. Load internal shader source
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'ambientLightingSpotLightShadowMapping'.


[Harmattan]: Load GLSL shader program: interactionTranslucent
[Harmattan]: 1. Load external shader source: Vertex(interactionTranslucent.vert),
Fragment(interactionTranslucent.frag)
Load GLSL shader file: glsl3progs/interactionTranslucent.vert -> fail
Load GLSL shader file: glsl3progs/interactionTranslucent.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionTranslucent'.


[Harmattan]: Load GLSL shader program: interactionPBRTranslucent
[Harmattan]: 1. Load external shader source:
Vertex(interactionPBRTranslucent.vert), Fragment(interactionPBRTranslucent.frag)
Load GLSL shader file: glsl3progs/interactionPBRTranslucent.vert -> fail
Load GLSL shader file: glsl3progs/interactionPBRTranslucent.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!
idGLSLShaderManager::Add shader program 'interactionPBRTranslucent'.
[Harmattan]: Load GLSL shader program: interactionBlinnphongTranslucent
[Harmattan]: 1. Load external shader source:
Vertex(interactionBlinnphongTranslucent.vert),
Fragment(interactionBlinnphongTranslucent.frag)
Load GLSL shader file: glsl3progs/interactionBlinnphongTranslucent.vert -> fail
Load GLSL shader file: glsl3progs/interactionBlinnphongTranslucent.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionBlinnphongTranslucent'.


[Harmattan]: Load GLSL shader program: ambientLightingTranslucent
[Harmattan]: 1. Load external shader source:
Vertex(ambientLightingTranslucent.vert), Fragment(ambientLightingTranslucent.frag)
Load GLSL shader file: glsl3progs/ambientLightingTranslucent.vert -> fail
Load GLSL shader file: glsl3progs/ambientLightingTranslucent.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'ambientLightingTranslucent'.


[Harmattan]: Load GLSL shader program: interactionSoft
[Harmattan]: 1. Load external shader source: Vertex(interactionSoft.vert),
Fragment(interactionSoft.frag)
Load GLSL shader file: glsl3progs/interactionSoft.vert -> fail
Load GLSL shader file: glsl3progs/interactionSoft.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionSoft'.


[Harmattan]: Load GLSL shader program: interactionPBRSoft
[Harmattan]: 1. Load external shader source: Vertex(interactionPBRSoft.vert),
Fragment(interactionPBRSoft.frag)
Load GLSL shader file: glsl3progs/interactionPBRSoft.vert -> fail
Load GLSL shader file: glsl3progs/interactionPBRSoft.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionPBRSoft'.


[Harmattan]: Load GLSL shader program: interactionBlinnphongSoft
[Harmattan]: 1. Load external shader source:
Vertex(interactionBlinnphongSoft.vert), Fragment(interactionBlinnphongSoft.frag)
Load GLSL shader file: glsl3progs/interactionBlinnphongSoft.vert -> fail
Load GLSL shader file: glsl3progs/interactionBlinnphongSoft.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'interactionBlinnphongSoft'.


[Harmattan]: Load GLSL shader program: ambientLightingSoft
[Harmattan]: 1. Load external shader source: Vertex(ambientLightingSoft.vert),
Fragment(ambientLightingSoft.frag)
Load GLSL shader file: glsl3progs/ambientLightingSoft.vert -> fail
Load GLSL shader file: glsl3progs/ambientLightingSoft.frag -> fail
[Harmattan]: 2. Load internal shader source
[Harmattan]: Load internal shader program success!

idGLSLShaderManager::Add shader program 'ambientLightingSoft'.


-------------------------------
idFramebuffer create: _shadowMap_0 -> 1
--- Framebuffer::Bind( name = '_shadowMap_0', handle = 1, size = 2048 x 2048 ) ---
idFramebuffer create: _shadowMap_1 -> 2
--- Framebuffer::Bind( name = '_shadowMap_1', handle = 2, size = 1024 x 1024 ) ---
idFramebuffer create: _shadowMap_2 -> 3
--- Framebuffer::Bind( name = '_shadowMap_2', handle = 3, size = 512 x 512 ) ---
idFramebuffer create: _shadowMap_3 -> 4
--- Framebuffer::Bind( name = '_shadowMap_3', handle = 4, size = 512 x 512 ) ---
idFramebuffer create: _shadowMap_4 -> 5
--- Framebuffer::Bind( name = '_shadowMap_4', handle = 5, size = 256 x 256 ) ---
Stencil texture creating: 1600 x 720
idFramebuffer create: idStencilTexture -> 6
[Harmattan]: idVertexCache of this version support clear vertex buffer.
using GLSL renderSystem
CreateShadowMapImage: GLES2_2D_RGBA(GenerateShadow2DRGBAImage) -> 2048 x 2048
CreateShadowMapImage: GLES2_2D_RGBA(GenerateShadow2DRGBAImage) -> 1024 x 1024
CreateShadowMapImage: GLES2_2D_RGBA(GenerateShadow2DRGBAImage) -> 512 x 512
CreateShadowMapImage: GLES2_2D_RGBA(GenerateShadow2DRGBAImage) -> 512 x 512
CreateShadowMapImage: GLES2_2D_RGBA(GenerateShadow2DRGBAImage) -> 256 x 256
CreateShadowMapImage: GLES2_2D_DEPTH(GenerateShadow2DDepthImage) -> 2048 x 2048
CreateShadowMapImage: GLES2_2D_DEPTH(GenerateShadow2DDepthImage) -> 1024 x 1024
CreateShadowMapImage: GLES2_2D_DEPTH(GenerateShadow2DDepthImage) -> 512 x 512
CreateShadowMapImage: GLES2_2D_DEPTH(GenerateShadow2DDepthImage) -> 512 x 512
CreateShadowMapImage: GLES2_2D_DEPTH(GenerateShadow2DDepthImage) -> 256 x 256
CreateShadowMapImage: GLES2_CUBE_RGBA(GenerateShadowCubeRGBAImage) -> 2048 x 2048
CreateShadowMapImage: GLES2_CUBE_RGBA(GenerateShadowCubeRGBAImage) -> 1024 x 1024
CreateShadowMapImage: GLES2_CUBE_RGBA(GenerateShadowCubeRGBAImage) -> 512 x 512
CreateShadowMapImage: GLES2_CUBE_RGBA(GenerateShadowCubeRGBAImage) -> 512 x 512
CreateShadowMapImage: GLES2_CUBE_RGBA(GenerateShadowCubeRGBAImage) -> 256 x 256
CreateShadowMapImage: GLES2_CUBE_DEPTH(GenerateShadowCubeDepthImage) -> 2048 x 2048
CreateShadowMapImage: GLES2_CUBE_DEPTH(GenerateShadowCubeDepthImage) -> 1024 x 1024
CreateShadowMapImage: GLES2_CUBE_DEPTH(GenerateShadowCubeDepthImage) -> 512 x 512
CreateShadowMapImage: GLES2_CUBE_DEPTH(GenerateShadowCubeDepthImage) -> 512 x 512
CreateShadowMapImage: GLES2_CUBE_DEPTH(GenerateShadowCubeDepthImage) -> 256 x 256
CreateShadowMapImage: GLES3_2DARRAY_DEPTH(GenerateShadowArray) -> 2048 x 2048
CreateShadowMapImage: GLES3_2DARRAY_DEPTH(GenerateShadowArray) -> 1024 x 1024
CreateShadowMapImage: GLES3_2DARRAY_DEPTH(GenerateShadowArray) -> 512 x 512
CreateShadowMapImage: GLES3_2DARRAY_DEPTH(GenerateShadowArray) -> 512 x 512
CreateShadowMapImage: GLES3_2DARRAY_DEPTH(GenerateShadowArray) -> 256 x 256
[Harmattan]: Copy depth buffer and render stencil buffer for soft stencil shadow.
[Harmattan]: Soft stencil shadow sampler BIAS: 2.600000
[Harmattan]: fpu = hard
[Harmattan]: cvar `harm_fs_gameLibPath` is unset.
[Harmattan]: cvar `harm_fs_gameLibDir` is unset. Find game dynamic library
directory in default path
`/data/app/~~wNhUZi3op2jyutswNJDDhg==/com.karin.idTech4Amm-
kcHwbpDqgkfDM6b218reFw==/lib/arm64`.
[Harmattan]: Load game `` from cvar `fs_game`.
[Harmattan]: Load DOOM3 game......
[Harmattan]: DLL_Load(/data/app/~~wNhUZi3op2jyutswNJDDhg==/com.karin.idTech4Amm-
kcHwbpDqgkfDM6b218reFw==/lib/arm64/libgame.so)
[Harmattan]: Load dynamic library
`/data/app/~~wNhUZi3op2jyutswNJDDhg==/com.karin.idTech4Amm-
kcHwbpDqgkfDM6b218reFw==/lib/arm64/libgame.so` done!
dlsym 'GetGameAPI' failed: undefined symbol: glGetInternalformativ
--------- Initializing Game ----------
gamename: baseDOOM-1
gamedate: Jan 17 2025
Initializing event system
...473 event definitions
Initializing class hierarchy
...143 classes, 764368 bytes for event callbacks
Initializing scripts
/sys/devices/system/cpu/cpu0/cpufreq/cpuinfo_max_freq CPU frequency: 1612 MHz
/sys/devices/system/cpu/cpu1/cpufreq/cpuinfo_max_freq CPU frequency: 1612 MHz
/sys/devices/system/cpu/cpu2/cpufreq/cpuinfo_max_freq CPU frequency: 1612 MHz
/sys/devices/system/cpu/cpu3/cpufreq/cpuinfo_max_freq CPU frequency: 1612 MHz
/sys/devices/system/cpu/cpu4/cpufreq/cpuinfo_max_freq CPU frequency: 1612 MHz
/sys/devices/system/cpu/cpu5/cpufreq/cpuinfo_max_freq CPU frequency: 1612 MHz
/sys/devices/system/cpu/cpu6/cpufreq/cpuinfo_max_freq CPU frequency: 1820 MHz
/sys/devices/system/cpu/cpu7/cpufreq/cpuinfo_max_freq CPU frequency: 1820 MHz
Detected 8 cpus, max CPU(6) frequency: 1820.0 MHz
Compiled 'HКo|': 899.0 ms
---------- Compile stats ----------

Memory usage:
Strings: 79, 13232 bytes
Statements: 67875, 2715000 bytes
Functions: 2109, 318020 bytes
Variables: 170888 bytes
Mem used: 4383712 bytes
Static data: 4014344 bytes
Allocated: 5568260 bytes
Thread size: 14056 bytes

...6 aas types


game initialized.
--------------------------------------
-------- Initializing Session --------
session initialized
--------------------------------------
--- Common Initialization Complete ---
------------- Warnings ---------------
during DOOM 3 initialization...
WARNING: [Harmattan]: RB_GLSL_CreateProgram::glValidateProgram() -> Two or more
active samplers of different type are assigned to the same texture unit.!
1 warnings
[Harmattan]: Console history loaded -> .console_history.dat
terminal support disabled: stdin is not a tty
pid: 7001
3792 MB System Memory
guessing video ram ( use +set sys_videoRam to force ) ..
512 MB Video Memory
Async thread started
--------- Game Map Shutdown ----------
--------------------------------------
reloading guis/mainmenu.gui.
reloading guis/restart.gui.
reloading guis/gameover.gui.
reloading guis/msg.gui.
reloading guis/takeNotes.gui.
reloading guis/intro.gui.
--------- Map Initialization ---------
Map: game/mc_underground
[Harmattan]: GLSL shader manager::Find 'heatHaze' -> 15 internal.
[Harmattan]: GLSL shader manager::Find 'heatHaze' -> 15 internal.
[Harmattan]: GLSL shader manager::Find 'heatHazeWithMask' -> 16 internal.
[Harmattan]: GLSL shader manager::Find 'heatHazeWithMask' -> 16 internal.
------- Game Map Init SaveGame -------
collision data:
721 models
69250 vertices (1623 KB)
128065 edges (4502 KB)
55477 polygons (4098 KB)
5639 brushes (799 KB)
24881 nodes (1166 KB)
100541 polygon refs (1570 KB)
26540 brush refs (414 KB)
38026 internal edges
4376 sharp edges
0 contained polygons removed
0 polygons merged
14175 KB total memory used
324 msec to load collision data.
map bounds are (6152.0, 5344.0, 2560.0)
max clip sector is (192.3, 334.0, 320.0)
4 KB passage memory used to build PVS
1 msec to calculate PVS
58 areas
134 portals
9 areas visible on average
464 bytes PVS data
[Load AAS]
loading maps/game/mc_underground.aas48
done.
[Load AAS]
loading maps/game/mc_underground.aas96
[Load AAS]
loading maps/game/mc_underground.aas_guardian
[Load AAS]
loading maps/game/mc_underground.aas_mancubus
[Load AAS]
loading maps/game/mc_underground.aas_sabaoth
[Load AAS]
loading maps/game/mc_underground.aas_cyberdemon
[Harmattan]: GLSL shader manager::Find 'heatHazeWithMaskAndVertex' -> 17 internal.
[Harmattan]: GLSL shader manager::Find 'heatHazeWithMaskAndVertex' -> 17 internal.
[Harmattan]: GLSL shader manager::Find 'heatHazeWithMask' -> 16 internal.
[Harmattan]: GLSL shader manager::Find 'heatHazeWithMask' -> 16 internal.
[Harmattan]: GLSL shader manager::Find 'heatHazeWithMask' -> 16 internal.
removed 4 degenerate triangles
WARNING: Couldn't load sound 'guisounds.wav' using default
WARNING: Couldn't load sound 'sound/vo/spanish/mc_underground/random_scream01.ogg'
using default
WARNING: Couldn't load sound 'sound/vo/spanish/mc_underground/random_scream02.ogg'
using default
[Harmattan]: GLSL shader manager::Find 'heatHazeWithMaskAndVertex' -> 17 internal.
[Harmattan]: GLSL shader manager::Find 'heatHazeWithMask' -> 16 internal.
[Harmattan]: GLSL shader manager::Find 'heatHazeWithMask' -> 16 internal.
loaded collision model models/mapobjects/cpu/comrack.lwo
loaded collision model models/mapobjects/utility/binplug/binplug_c.lwo
loaded collision model models/mapobjects/doors/techdoor1/techdr1rt.lwo
loaded collision model models/mapobjects/doors/techdoor1/techdr1lft.lwo
loaded collision model models/mapobjects/doors/delelev/delelevrt.lwo
loaded collision model models/mapobjects/doors/delelev/delelevlf.lwo
loaded collision model models/mapobjects/elevators/elevator.lwo
loaded collision model models/mapobjects/signs/marquee/marquee.lwo
loaded collision model
models/mapobjects/swinglights/swinglight_long_wbulbs_bulb.ase
loaded collision model models/mapobjects/swinglights/swinglight1c.lwo
loaded collision model models/mapobjects/mc_underground/mcucave.ASE
loaded collision model models/mapobjects/guiobjects/techdrpanel1/techdrpanel1.lwo
loaded collision model models/mapobjects/doors/techdoor1/techdr1frame.lwo
loaded collision model models/mapobjects/airlock/airlockcomp.lwo
loaded collision model models/mapobjects/mc_underground/outside/mc_ug_out.lwo
loaded collision model models/mapobjects/lights/klaxon/klaxon.lwo
loaded collision model models/mapobjects/guiobjects/mc_constand/mc_constand.lwo
loaded collision model models/mapobjects/skmachines/skcube.lwo
loaded collision model models/mapobjects/lab/mfscomp/mfscompcell.lwo
loaded collision model models/mapobjects/com/joint/joint.lwo
loaded collision model models/mapobjects/delta1/warfoot/warfoot.lwo
loaded collision model models/mapobjects/elevators/elevator_door.lwo
loaded collision model models/mapobjects/filler/toolchest.lwo
loaded collision model models/mapobjects/healthgui/healthgui.lwo
loaded collision model models/mapobjects/mcity/mc_underarm/underarmbase.lwo
loaded collision model models/mapobjects/mcity/mc_underarm/underarmarm.lwo
loaded collision model models/mapobjects/mcity/mc_underarm/underarmhand.lwo
loaded collision model models/mapobjects/mcity/mc_underarm/underarmfingers.lwo
loaded collision model models/mapobjects/cpu/serverplate.lwo
loaded collision model models/mapobjects/cpu/cpufloorinsert2.lwo
loaded collision model models/mapobjects/utility/trapbra/trapbra.lwo
loaded collision model models/mapobjects/doors/techdoor2/techdr2frame.lwo
loaded collision model models/mapobjects/doors/techdoor2/techdr2lft.lwo
loaded collision model models/mapobjects/doors/techdoor2/techdr2rt.lwo
loaded collision model models/mapobjects/matt_test/mc_underthing1.ASE
loaded collision model models/mapobjects/airlock/airlockvertlock.lwo
loaded collision model models/mapobjects/airlock/airlockbrace.lwo
loaded collision model models/mapobjects/airlock/airlockdoor.lwo
loaded collision model models/mapobjects/airlock/airlockdoorgui.lwo
loaded collision model models/mapobjects/shipping_crates/shipping_crates.lwo
loaded collision model models/mapobjects/airlock/airlockhallgui.lwo
loaded collision model models/mapobjects/com/modconsole3.lwo
loaded collision model models/mapobjects/com/modconsole2.lwo
loaded collision model models/mapobjects/com/modconsole6.lwo
loaded collision model models/mapobjects/com/modconsole1.lwo
loaded collision model models/mapobjects/utility/binplug/binplug_o.lwo
loaded collision model models/mapobjects/utility/tecknob2/tecknob2.lwo
loaded collision model models/mapobjects/cpu/cpuoverdoor.lwo
loaded collision model models/mapobjects/mc_underground/outside/mc_ug_out2.lwo
loaded collision model models/mapobjects/caves/crane/cranecomp.lwo
loaded collision model models/mapobjects/mc_underground/mcucave_b.ASE
loaded collision model models/mapobjects/mc_underground/mcucave_c.ASE
loaded collision model models/mapobjects/storagecab/wallcabinet/wallcabinetdoor.lwo
loaded collision model models/mapobjects/storagecab/pegmount/pegmount.lwo
loaded collision model models/mapobjects/com/platguistand/platguistand.lwo
loaded collision model models/mapobjects/mcity/deskcomp/deskcomp.lwo
loaded collision model models/mapobjects/filler/lunchbag.lwo
loaded collision model models/mapobjects/shelf/shelf.lwo
loaded collision model models/mapobjects/monitors/hangingmonitor.lwo
loaded collision model models/mapobjects/mc_underground/outside/mc_ug_out3.lwo
--------------------------------------
----- idRenderModelManagerLocal::EndLevelLoad -----
1 models purged from previous level, 1290 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
0 purged from previous
157 kept from previous
1878 new loaded
all images loaded in 15.6 seconds
----------------------------------------
----- idSoundCache::EndLevelLoad -----
27409k referenced
990k purged
----------------------------------------
-----------------------------------
36642 msec to load game/mc_underground
idRenderWorld::GenerateAllInteractions, msec = 78, staticAllocCount = 0.
interactionTable size: 8235456 bytes
43213 interaction take 6568376 bytes
------------- Warnings ---------------
during game/mc_underground...
WARNING: Couldn't load sound 'guisounds.wav' using default
WARNING: Couldn't load sound 'sound/vo/spanish/mc_underground/random_scream01.ogg'
using default
WARNING: Couldn't load sound 'sound/vo/spanish/mc_underground/random_scream02.ogg'
using default
3 warnings
loaded collision model models/weapons/shell1/mshell_lo.lwo
loaded collision model models/weapons/shell1/sshell_bigger.lwo
loaded collision model models/gibs/head_pork.lwo
loaded collision model models/gibs/torso_pork.lwo
loaded collision model models/gibs/rup_arm_pork.lwo
loaded collision model models/gibs/left_waist_pork.lwo
loaded collision model models/gibs/lup_leg_pork.lwo
loaded collision model models/gibs/rup_leg_pork.lwo
loaded collision model models/gibs/rup2_leg_pork.lwo
loaded collision model models/gibs/pelvis_pork.lwo
loaded collision model models/gibs/skull_pork.lwo
loaded collision model models/items/flashlight/flashlight2_world.lwo
loaded collision model models/weapons/shotgun/w_shotgun2.lwo
--------- Game Map Shutdown ----------
WARNING: idClipModel::FreeTraceModel: tried to free uncached trace model
--------------------------------------
[Harmattan]: ANativeWindow changed: 0x0
[Java/JNI]: Waiting GL context destroy......
[Native]: ANativeWindow changed: 0x0.
[Harmattan]: EGL surface destroyed and no EGL context.
[Native]: Notify GL context destroyed.
[Native]: Waiting ANativeWindow create......
[Java/JNI]: GL context destroyed.

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