Posted September 5, 2013 I've been playing wurm for 2-3 months for now. Roof on stone houses allways been appeared as a sack with a question mark on it for me. A friend of mine started about the same day has that problem as well, so we tought it wasnt modelled yet untill i ve spoken to someone in the game about this. Anyways, i checked jawa and it is updated, i tried to reload graphics jar, lowered some graphics and also tried refresh on console but none of them fixed it. So CA's leaded me here and here i am.My Pc Cofig goes like this:cpu: intel core2duo E7500 2.93ghzgpu: Nvidia Geforce 9800GT 1GB(gddr3) 256bitRam: 4gb (2x2 ddr2)Mainboard: Gigabyte EP45-DS3Lim using win7 pro 32bit, sp1 fully updatedOnly one thing is left that i havent tried yet is updating graphics card driver and im gonna do that now. yeah it was Vers. 314.22 and Vers. 320.49 is last relased. ok, just done it and restarted pc, problem still stands. Here is a pic to show u how it looks and what it says when i examine it: Share this post Link to post Share on other sites
Posted September 5, 2013 Please try the "Verify all packs" button which you can find at the bottom of the "Pack updates" tab in the launcher. Is it happening with all roof types on stone houses or only pottery shingles? Share this post Link to post Share on other sites
Posted September 5, 2013 i did that verift all pack thing yesterday, and today i just deleted graphics jar and downloaded again via launcher. still the same.As for other stone roof, i have to check arround but i can tell you this, i have never saw a roof before on stone houses. Only the sacks with question mark Share this post Link to post Share on other sites
Posted September 5, 2013 I got a pretty good idea about whats cousing this problem. U might wanna check that out. Me and my friends are using Turkish windows. so we have a few letters that english doesnt has but 2 of them is cousing sometimes problems. wich are "i" and "ı" Little vers. Capsed vers.ı = I (u might wanna google turkish alphabet for that)i = İSo one of them has a dot on it nomatter capsed or not, otherone doesnt. What does it have to do with roofs?... Well first of all when i installed the game to any pc with turkish windows (i tried this on 6-7 different pcs & laptops) some buttons just dont works and had to rebind them. For example: "Bind E TURN_RİGHT" to "Bind E TURN_RIGHT" wich means every code that possess capsed " i " had to be changed.Ironwood Gui skinn is not working as well on our pc's. here is an img of it when i turn it to Ironwood skinn: http://i.imgur.com/fbnXVo2.jpg So i tought maybe that roofs has capsed "i" in their names / codes that couses it. Might worth checking out? i mean yeah i can change key bindings np but game codes...? Thx for your time and caring. Share this post Link to post Share on other sites
Posted September 5, 2013 Oh yeah I remember someone bringing up this issue before, will forward to the developer responsible. Thanks for investigating! Share this post Link to post Share on other sites
Posted September 5, 2013 Glad if i could help. It's your turn now Share this post Link to post Share on other sites
Posted October 10, 2013 Hey We have made some changed to the iron wood gui, so please test in the test client ( http://www.wurmonline.com/client/wurmclient_test.jnlp ) and reply if it works or not. Share this post Link to post Share on other sites
Posted October 14, 2013 Hello, sorry for late respons. i just downloaded test server thing but seems like all the same. here is a screenshot of it: http://i.imgur.com/Txg0VcF.jpg Share this post Link to post Share on other sites
Posted October 26, 2013 Any news about this topic?.. Share this post Link to post Share on other sites
Posted October 29, 2013 having same problems about ? symbol and upper lower case "i" and cant use ironwood GUI also, using turkish windows 7. Share this post Link to post Share on other sites
Posted October 29, 2013 yep same problems here too using win8 Turkish. it was happened before and dev guys solved the issue but ironwood GUI problem remains and now some of the roof types. problem is model data's extentions are written uppercase Share this post Link to post Share on other sites
Posted November 24, 2013 (edited) All the updates bridges and such are great but can we pls fix this problem? its annoying not to be able to see your own house roof or floor u know...I'm not an expert but if you dont wanna get buttom of this issue, it seems to me it will all be just fine if u just change the names. For example Ironwood GUI to Wooden GUI or something... all u have to do is exclude the -i Character, simple as that. Edited November 24, 2013 by Tarkie Share this post Link to post Share on other sites
Posted November 25, 2013 Do slate roofs appear as a bag for you as well? Also, do you have any issues with your fight icons? Share this post Link to post Share on other sites
Posted November 25, 2013 "It is a normal roof made of slate shingles." nop i can perfectly see it and dont had any issues with fighting icons Share this post Link to post Share on other sites
Posted November 28, 2013 Thank you, Tarkie. I have passed that information along. Share this post Link to post Share on other sites
Posted November 28, 2013 np, ty too. i would gladly help you guys anyway that i can to fix this issues. just let me know. Share this post Link to post Share on other sites
Posted December 8, 2013 Just wanted to show you how annoying this could get...Those are clay shingles roofs... Share this post Link to post Share on other sites
Posted December 12, 2013 Can you see clay or thatch roofs or are they "?"bags too?And can you see different wood types/textures on chests? Share this post Link to post Share on other sites
Posted December 12, 2013 i tried all roofs on deed planner, they all seems fine in there. Dont know if that information will help u anyhow...Pinewood, maplewood, cedarwood chests are fine, dont remember having trouble with chests.Thatch roofs are fine too. By Clay roof did you mean "Pottery shingle roof" ?Cant see "Stone brick floor" in buildings btw Share this post Link to post Share on other sites
Posted December 13, 2013 Please test to use the Ironwood gui on the test server! We have trouble to find any connection between the different problems. eg why not clay/pottery shingle roofs works but slate and thatch does. Share this post Link to post Share on other sites
Posted December 13, 2013 Please try test client 3.26-5721b and post your console log. Share this post Link to post Share on other sites
Posted December 13, 2013 (edited) http://imgur.com/3IbP2OTstill the same. Client 3.26-5721b [test]Time is Sat Dec 14 15:07:05 EET 2013Running client version 3.26-5721b [test]=== System information ===Executing from C:\Users\USERNAME\Desktop\Operating system: Windows 7 (arch: x86, version: 6.1)Java version: 1.7.0_45 (Oracle Corporation) <http://java.oracle.com/>Jvm version: 24.45-b08 (Oracle Corporation) [Java HotSpot Client VM]Available CPUs: 2>>> Main thread exiting.Loading character TarkieLoading config TarkanLoading props file D:\OYUN\Wurm online\configs\Tarkan\gamesettings.txtLoading props file D:\OYUN\Wurm online\players\Tarkie\password.txt>>> LoginFrame queue entry exiting.Saving props file D:\OYUN\Wurm online\players\Tarkie\password.txtSaving props file D:\OYUN\Wurm online\configs\Tarkan\gamesettings.txtCp1254Cp1254Loaded pack test_experimental.jar (r1355)Cp1254Loaded pack test_sound.jar (r1)Cp1254Loaded pack test_pmk.jar (r1160)Cp1254Loaded pack test_graphics.jar (r1623)Options up-to-date!Loading props file D:\OYUN\Wurm online\players\Tarkie\playerdata.txtLoading props file D:\OYUN\Wurm online\players\Tarkie\stats.txtPreparing to enable console logging.Now logging to D:\OYUN\Wurm online\console.Tarkie.log=== Wurm options ===animation_playback_self = 0auto_mipmaps_enabled = 2auto_run_source = 0cavedetail = 1censor_chat = falsecloud_shadows = falsecollada_animations = 4color_black = 0.0,0.0,0.0color_cyan = 0.0,1.0,1.0color_error = 1.0,0.3,0.3color_fuchsia = 1.0,0.0,1.0color_green = 0.08,1.0,0.08color_grey = 0.5,0.5,0.5color_lime = 0.0,1.0,0.0color_maroon = 0.5,0.0,0.0color_navy_blue = 0.23,0.39,1.0color_orange = 1.0,0.5,0.0color_purple = 0.5,0.0,0.5color_red = 1.0,0.0,0.0color_royal_blue = 0.23,0.39,1.0color_silver = 0.75,0.75,0.75color_system = 0.5,1.0,0.5color_teal = 0.0,0.5,0.5color_white = 1.0,1.0,1.0color_yellow = 1.0,1.0,0.0compressed_textures = falsecompressed_textures_S3TC = falsecontribution_culling = 150contribution_culling_mobile = 150custim_timer_source = 1customTimer1 = -1|-1customTimer2 = -1|-1customTimer3 = -1|-1customTimer4 = -1|-1customTimer5 = -1|-1debug_mode = falsedepth_clamp_enabled = 2disable_select_all_shortcut = falsedisplay_settings = false:true:0:1920:1080:32:-1:false:falseenable_debugs = falseenable_shift_drag = trueenable_vsync = falseengine_multithreaded = 0event_log_rotation = 2exec_source = 0fast_yield = falsefbo_enabled = 2fog_coord_src = 0font_antialias = 0font_bold = 11font_default = 11font_header = 24font_italian = 11font_monospaced = 11font_static = 11fov_horizontal = 90fps_limit = 35fps_limit_background = 15fps_limit_enabled = truegame_client_thread_priority = 2glsl_enabled = 2gpu_skinning = truegui_opacity = 3gui_skin = 1has_read_eula = truehide_inactive_friends = falsehide_menu_examine = falsehide_menu_no_target = falsehide_menu_spam_mode = truehide_menu_stop = truehigh_res_binoculars = truehint_texture_scaling = 2impColumn = trueinverse_mouse = falseirc_log_rotation = 2irc_notif = 0item_creature_render_distance = 4key_bindings_source = 0keyboard_layout = 0loadInventoryStartup = truelocal_list_in_event = truelog_extra_errors = falselog_gl_errors = falsemark_text_read = truematerial_as_suffix = truemax_texture_size = 3mega_texture_size = 4model_loader_thread_priority = 2model_loading_threads = 0multidraw_enabled = 2no_brightness = falseno_terrain_render = falseno_world_render = falsenon_power_of_two = 2occlusion_queries_enabled = 2offscreen_texture_size = 2other_log_rotation = 2outline_picking = truepbuffer_enabled = falseplayer_texture_size = 1reflection_texture_size = 0reflections = 1release_context = falserelease_context_on_jogl_sleep = falseremember_password = truerender_distant_terrain = truerender_glow = falserender_sun_glare = trueresident_models = falsesave_skills_on_quit = falsescreenshot_file_format = 1season_override = 0send_extra_tile_data = falsesetting_timestamps = truesettings_version = 3shadow_level = 0shift_drag_default = 10showKChat = trueshow_body_in_inventory = falseshow_old_quickbar = falsesilent_friends_update = falseskillgain_minimum = 4skillgain_no_alignment = falseskillgain_no_favor = falseskydetail = 0sound_al_gain = 15sound_buzzlevel = 2sound_cache_enabled = truesound_doppler_enabled = falsesound_engine = 2sound_footstepslevel = 10sound_music_level = 2sound_play_ambients = falsesound_play_buzz = truesound_play_combat = truesound_play_door = truesound_play_emotes = truesound_play_footsteps = truesound_play_music = falsesound_play_weather = truesound_play_work = truestipple_enabled = truestructure_render_distance = 4submit_client_data = 1terrain_bump = falseterrain_res = 1test_attach_equipment = falsetest_mode = 0tile_transitions = truetiledecorations = 4togglePushToTalk = truetreelist_outline = truetrees = 4update_optional = trueuse_alpha_particles = trueuse_anisotropic_filtering = 0use_antialiasing = 0use_color_picking = trueuse_fast_clock_work_around = trueuse_fbo_color_picking = trueuse_fbo_reflections = trueuse_nagles_algorithm = falseuse_nano_timer = falseuse_non_alpha_particles = trueuse_phobia_models = falseuse_tree_models = trueuse_weather_particles = truevbo_enabled = 2viewport_bob = truewater_detail = 2Setting up dotXSI Model LoaderAra 14, 2013 3:07:23 PM class.oh runINFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=0592250e-ec38-44b6-8fda-db1436326ff4, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.26-5721b [test], name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=-1797034718]Setting up Collada Model LoaderExecuting D:\OYUN\Wurm online\configs\Tarkan\keybindings.txtTranslating legacy key ENTER to RETURNTranslating legacy key PAGE_UP to PRIORTranslating legacy key PAGE_DOWN to NEXTAra 14, 2013 3:07:24 PM class.oh runINFO: Event successfully posted to Google AnalyticsWord filter loaded: 23java.lang.NullPointerException at class.do.a(SourceFile:480) at class.do.a(SourceFile:468) at class.do.<init>(SourceFile:58) at class.fO.<init>(SourceFile:13) at class.ey.<init>(SourceFile:450) at com.wurmonline.client.h.<init>(SourceFile:175) at com.wurmonline.client.h.a(SourceFile:1447) at class.mM.c(SourceFile:874) at class.mR.actionPerformed(SourceFile:1069) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$200(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source)Starting job manager with 2 worker threads>>> Launch queue entry exiting.Using LWJGL display 1920:1080:0:0 (false)Setting up OpenAL Sound EngineOpenAL version: 1.1 ALSOFT 1.15.1OpenAL renderer: OpenAL SoftOpenAL vendor: OpenAL CommunityOpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latencyGenerating: 128 source channels.=== OpenGL information ===LWJGL version: 2.9.0Adapter info: nvd3dum (9.18.13.3165)OpenGL vendor: NVIDIA CorporationOpenGL renderer: GeForce 9800 GT/PCIe/SSE2OpenGL version: 3.3.0OpenGL extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_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_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging 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_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_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_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_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs 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_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_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent 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_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 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_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_ETC1_RGB8_texture 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_controlGLSL version: 3.30 NVIDIA via Cg compilerGLSL max vertex uniforms: 4096 (4096)GLSL max fragment uniforms: 2048 (2048)GLSL max varyings: 60 (60)Loaded vertex shader shader.white.vertexLoaded pixel shader shader.white.fragmentUpdated attributes for 'program.white': 1 activeUpdating uniforms for 'program.white'Updated uniforms for 'program.white': 0 active (1)Loaded program program.whiteLoaded material material.mesh.defaultLoaded vertex shader shader.skin_tex0.1_light.vertexLoaded pixel shader shader.tex0+light.1_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.1_light': 6 activeUpdating uniforms for 'program.skin_tex0.1_light' Array : bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 200 : type 35678 : size 1Updated uniforms for 'program.skin_tex0.1_light': 2 active (16)Loaded program program.skin_tex0.1_lightLoaded vertex shader shader.skin_tex0.2_light.vertexLoaded pixel shader shader.tex0+light.2_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.2_light': 6 activeUpdating uniforms for 'program.skin_tex0.2_light' Array : bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 200 : type 35678 : size 1Updated uniforms for 'program.skin_tex0.2_light': 2 active (40)Loaded program program.skin_tex0.2_lightLoaded vertex shader shader.skin_tex0.3_light.vertexLoaded pixel shader shader.tex0+light.3_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.3_light': 6 activeUpdating uniforms for 'program.skin_tex0.3_light' Array : bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 200 : type 35678 : size 1Updated uniforms for 'program.skin_tex0.3_light': 2 active (43)Loaded program program.skin_tex0.3_lightLoaded vertex shader shader.skin_tex0.4_light.vertexLoaded pixel shader shader.tex0+light.4_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.4_light': 6 activeUpdating uniforms for 'program.skin_tex0.4_light' Array : bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 200 : type 35678 : size 1Updated uniforms for 'program.skin_tex0.4_light': 2 active (46)Loaded program program.skin_tex0.4_lightLoaded vertex shader shader.skin_tex0.5_light.vertexLoaded pixel shader shader.tex0+light.5_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0.5_light': 6 activeUpdating uniforms for 'program.skin_tex0.5_light' Array : bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 200 : type 35678 : size 1Updated uniforms for 'program.skin_tex0.5_light': 2 active (49)Loaded program program.skin_tex0.5_lightLoaded vertex shader shader.skin_tex0.6_light.vertexLoaded pixel shader shader.tex0+light.6_light.fragmentUnable to link program (program.skin_tex0.6_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 10991:-- error message --line 370, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic bones#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation :Unable to load material program: material.mesh.skin : program.skin_tex0.6_lightLoaded vertex shader shader.skin_tex0.7_light.vertexLoaded pixel shader shader.tex0+light.7_light.fragmentUnable to link program (program.skin_tex0.7_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 11688:-- error message --line 401, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic bones#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation :Unable to load material program: material.mesh.skin : program.skin_tex0.7_lightLoaded vertex shader shader.skin_tex0.8_light.vertexLoaded pixel shader shader.tex0+light.8_light.fragmentUnable to link program (program.skin_tex0.8_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 12385:-- error message --line 432, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic bones#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation :Unable to load material program: material.mesh.skin : program.skin_tex0.8_lightLoaded material material.mesh.skinLoaded vertex shader shader.skin_solid.vertexLoaded pixel shader shader.col.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_solid': 4 activeUpdating uniforms for 'program.skin_solid' Array : bones : loc 0 : type 35666 : size 200Updated uniforms for 'program.skin_solid': 1 active (2)Loaded program program.skin_solidLoaded material material.mesh.skin_solidLoaded pixel shader shader.tex0+light+rarity.1_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0_rare.1_light': 6 activeUpdating uniforms for 'program.skin_tex0_rare.1_light' Array : bones : loc 0 : type 35666 : size 200 Single: rarity : loc 200 : type 35666 : size 1 Single: tex0 : loc 201 : type 35678 : size 1 Single: time : loc 202 : type 35666 : size 1Updated uniforms for 'program.skin_tex0_rare.1_light': 4 active (18)Loaded program program.skin_tex0_rare.1_lightLoaded pixel shader shader.tex0+light+rarity.2_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0_rare.2_light': 6 activeUpdating uniforms for 'program.skin_tex0_rare.2_light' Array : bones : loc 0 : type 35666 : size 200 Single: rarity : loc 200 : type 35666 : size 1 Single: tex0 : loc 201 : type 35678 : size 1 Single: time : loc 202 : type 35666 : size 1Updated uniforms for 'program.skin_tex0_rare.2_light': 4 active (42)Loaded program program.skin_tex0_rare.2_lightLoaded pixel shader shader.tex0+light+rarity.3_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0_rare.3_light': 6 activeUpdating uniforms for 'program.skin_tex0_rare.3_light' Array : bones : loc 0 : type 35666 : size 200 Single: rarity : loc 200 : type 35666 : size 1 Single: tex0 : loc 201 : type 35678 : size 1 Single: time : loc 202 : type 35666 : size 1Updated uniforms for 'program.skin_tex0_rare.3_light': 4 active (45)Loaded program program.skin_tex0_rare.3_lightLoaded pixel shader shader.tex0+light+rarity.4_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0_rare.4_light': 6 activeUpdating uniforms for 'program.skin_tex0_rare.4_light' Array : bones : loc 0 : type 35666 : size 200 Single: rarity : loc 200 : type 35666 : size 1 Single: tex0 : loc 201 : type 35678 : size 1 Single: time : loc 202 : type 35666 : size 1Updated uniforms for 'program.skin_tex0_rare.4_light': 4 active (48)Loaded program program.skin_tex0_rare.4_lightLoaded pixel shader shader.tex0+light+rarity.5_light.fragmentBind attribute: vIndexBind attribute: vWeightUpdated attributes for 'program.skin_tex0_rare.5_light': 6 activeUpdating uniforms for 'program.skin_tex0_rare.5_light' Array : bones : loc 0 : type 35666 : size 200 Single: rarity : loc 200 : type 35666 : size 1 Single: tex0 : loc 201 : type 35678 : size 1 Single: time : loc 202 : type 35666 : size 1Updated uniforms for 'program.skin_tex0_rare.5_light': 4 active (51)Loaded program program.skin_tex0_rare.5_lightLoaded vertex shader shader.skin_tex0.6_light.vertexLoaded pixel shader shader.tex0+light+rarity.6_light.fragmentUnable to link program (program.skin_tex0_rare.6_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 10991:-- error message --line 370, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic bones#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation :Unable to load material program: material.mesh.skin_rare : program.skin_tex0_rare.6_lightLoaded vertex shader shader.skin_tex0.7_light.vertexLoaded pixel shader shader.tex0+light+rarity.7_light.fragmentUnable to link program (program.skin_tex0_rare.7_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 11688:-- error message --line 401, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic bones#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation :Unable to load material program: material.mesh.skin_rare : program.skin_tex0_rare.7_lightLoaded vertex shader shader.skin_tex0.8_light.vertexLoaded pixel shader shader.tex0+light+rarity.8_light.fragmentUnable to link program (program.skin_tex0_rare.8_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 12385:-- error message --line 432, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic bones#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation :Unable to load material program: material.mesh.skin_rare : program.skin_tex0_rare.8_lightLoaded material material.mesh.skin_rareLoaded vertex shader shader.static_tex0.1_light.vertexUpdated attributes for 'program.static_tex0.1_light': 4 activeUpdating uniforms for 'program.static_tex0.1_light' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.static_tex0.1_light': 1 active (15)Loaded program program.static_tex0.1_lightLoaded vertex shader shader.static_tex0.2_light.vertexUpdated attributes for 'program.static_tex0.2_light': 4 activeUpdating uniforms for 'program.static_tex0.2_light' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.static_tex0.2_light': 1 active (39)Loaded program program.static_tex0.2_lightLoaded vertex shader shader.static_tex0.3_light.vertexUpdated attributes for 'program.static_tex0.3_light': 4 activeUpdating uniforms for 'program.static_tex0.3_light' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.static_tex0.3_light': 1 active (42)Loaded program program.static_tex0.3_lightLoaded vertex shader shader.static_tex0.4_light.vertexUpdated attributes for 'program.static_tex0.4_light': 4 activeUpdating uniforms for 'program.static_tex0.4_light' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.static_tex0.4_light': 1 active (45)Loaded program program.static_tex0.4_lightLoaded vertex shader shader.static_tex0.5_light.vertexUpdated attributes for 'program.static_tex0.5_light': 4 activeUpdating uniforms for 'program.static_tex0.5_light' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.static_tex0.5_light': 1 active (48)Loaded program program.static_tex0.5_lightLoaded vertex shader shader.static_tex0.6_light.vertexLoaded pixel shader shader.tex0+light.6_light.fragmentUnable to link program (program.static_tex0.6_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 8606:-- error message --line 285, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.Unable to load material program: material.mesh.static : program.static_tex0.6_lightLoaded vertex shader shader.static_tex0.7_light.vertexLoaded pixel shader shader.tex0+light.7_light.fragmentUnable to link program (program.static_tex0.7_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 9297:-- error message --line 316, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.Unable to load material program: material.mesh.static : program.static_tex0.7_lightLoaded vertex shader shader.static_tex0.8_light.vertexLoaded pixel shader shader.tex0+light.8_light.fragmentUnable to link program (program.static_tex0.8_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 9988:-- error message --line 347, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.Unable to load material program: material.mesh.static : program.static_tex0.8_lightLoaded material material.mesh.staticLoaded vertex shader shader.static_solid.vertexUpdated attributes for 'program.static_solid': 2 activeUpdating uniforms for 'program.static_solid'Updated uniforms for 'program.static_solid': 0 active (1)Loaded program program.static_solidLoaded material material.mesh.static_solidUpdated attributes for 'program.static_tex0_rare.1_light': 4 activeUpdating uniforms for 'program.static_tex0_rare.1_light' Single: rarity : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: time : loc 2 : type 35666 : size 1Updated uniforms for 'program.static_tex0_rare.1_light': 3 active (17)Loaded program program.static_tex0_rare.1_lightUpdated attributes for 'program.static_tex0_rare.2_light': 4 activeUpdating uniforms for 'program.static_tex0_rare.2_light' Single: rarity : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: time : loc 2 : type 35666 : size 1Updated uniforms for 'program.static_tex0_rare.2_light': 3 active (41)Loaded program program.static_tex0_rare.2_lightUpdated attributes for 'program.static_tex0_rare.3_light': 4 activeUpdating uniforms for 'program.static_tex0_rare.3_light' Single: rarity : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: time : loc 2 : type 35666 : size 1Updated uniforms for 'program.static_tex0_rare.3_light': 3 active (44)Loaded program program.static_tex0_rare.3_lightUpdated attributes for 'program.static_tex0_rare.4_light': 4 activeUpdating uniforms for 'program.static_tex0_rare.4_light' Single: rarity : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: time : loc 2 : type 35666 : size 1Updated uniforms for 'program.static_tex0_rare.4_light': 3 active (47)Loaded program program.static_tex0_rare.4_lightUpdated attributes for 'program.static_tex0_rare.5_light': 4 activeUpdating uniforms for 'program.static_tex0_rare.5_light' Single: rarity : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: time : loc 2 : type 35666 : size 1Updated uniforms for 'program.static_tex0_rare.5_light': 3 active (50)Loaded program program.static_tex0_rare.5_lightLoaded vertex shader shader.static_tex0.6_light.vertexLoaded pixel shader shader.tex0+light+rarity.6_light.fragmentUnable to link program (program.static_tex0_rare.6_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 8606:-- error message --line 285, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.Unable to load material program: material.mesh.static_rare : program.static_tex0_rare.6_lightLoaded vertex shader shader.static_tex0.7_light.vertexLoaded pixel shader shader.tex0+light+rarity.7_light.fragmentUnable to link program (program.static_tex0_rare.7_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 9297:-- error message --line 316, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.Unable to load material program: material.mesh.static_rare : program.static_tex0_rare.7_lightLoaded vertex shader shader.static_tex0.8_light.vertexLoaded pixel shader shader.tex0+light+rarity.8_light.fragmentUnable to link program (program.static_tex0_rare.8_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 9988:-- error message --line 347, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1#var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.Unable to load material program: material.mesh.static_rare : program.static_tex0_rare.8_lightLoaded material material.mesh.static_rareLoaded vertex shader shader.tex0.vertexLoaded pixel shader shader.tex0.fragmentUpdated attributes for 'program.tex0': 2 activeUpdating uniforms for 'program.tex0' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.tex0': 1 active (2)Loaded program program.tex0Loaded material material.mesh.tex0Loaded vertex shader shader.vegetation.vertexLoaded pixel shader shader.tex0+col.fragmentUpdated attributes for 'program.vegetation': 4 activeUpdating uniforms for 'program.vegetation' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.vegetation': 1 active (64)Loaded program program.vegetationLoaded material material.mesh.vegetationLoaded vertex shader shader.grass.1_light.vertexUpdated attributes for 'program.grass.1_light': 5 activeUpdating uniforms for 'program.grass.1_light' Single: tex0 : loc 0 : type 35678 : size 1 Single: time : loc 1 : type 35666 : size 1 Single: wind : loc 2 : type 35666 : size 1Updated uniforms for 'program.grass.1_light': 3 active (14)Loaded program program.grass.1_lightLoaded vertex shader shader.grass.2_light.vertexUpdated attributes for 'program.grass.2_light': 5 activeUpdating uniforms for 'program.grass.2_light' Single: tex0 : loc 0 : type 35678 : size 1 Single: time : loc 1 : type 35666 : size 1 Single: wind : loc 2 : type 35666 : size 1Updated uniforms for 'program.grass.2_light': 3 active (19)Loaded program program.grass.2_lightLoaded vertex shader shader.grass.3_light.vertexUpdated attributes for 'program.grass.3_light': 5 activeUpdating uniforms for 'program.grass.3_light' Single: tex0 : loc 0 : type 35678 : size 1 Single: time : loc 1 : type 35666 : size 1 Single: wind : loc 2 : type 35666 : size 1Updated uniforms for 'program.grass.3_light': 3 active (65)Loaded program program.grass.3_lightLoaded vertex shader shader.grass.4_light.vertexUpdated attributes for 'program.grass.4_light': 5 activeUpdating uniforms for 'program.grass.4_light' Single: tex0 : loc 0 : type 35678 : size 1 Single: time : loc 1 : type 35666 : size 1 Single: wind : loc 2 : type 35666 : size 1Updated uniforms for 'program.grass.4_light': 3 active (65)Loaded program program.grass.4_lightLoaded vertex shader shader.grass.5_light.vertexUpdated attributes for 'program.grass.5_light': 5 activeUpdating uniforms for 'program.grass.5_light' Single: tex0 : loc 0 : type 35678 : size 1 Single: time : loc 1 : type 35666 : size 1 Single: wind : loc 2 : type 35666 : size 1Updated uniforms for 'program.grass.5_light': 3 active (65)Loaded program program.grass.5_lightLoaded vertex shader shader.grass.6_light.vertexUpdated attributes for 'program.grass.6_light': 5 activeUpdating uniforms for 'program.grass.6_light' Single: tex0 : loc 0 : type 35678 : size 1 Single: time : loc 1 : type 35666 : size 1 Single: wind : loc 2 : type 35666 : size 1Updated uniforms for 'program.grass.6_light': 3 active (65)Loaded program program.grass.6_lightLoaded vertex shader shader.grass.7_light.vertexUpdated attributes for 'program.grass.7_light': 5 activeUpdating uniforms for 'program.grass.7_light' Single: tex0 : loc 0 : type 35678 : size 1 Single: time : loc 1 : type 35666 : size 1 Single: wind : loc 2 : type 35666 : size 1Updated uniforms for 'program.grass.7_light': 3 active (65)Loaded program program.grass.7_lightLoaded vertex shader shader.grass.8_light.vertexUpdated attributes for 'program.grass.8_light': 5 activeUpdating uniforms for 'program.grass.8_light' Single: tex0 : loc 0 : type 35678 : size 1 Single: time : loc 1 : type 35666 : size 1 Single: wind : loc 2 : type 35666 : size 1Updated uniforms for 'program.grass.8_light': 3 active (65)Loaded program program.grass.8_lightLoaded material material.mesh.grassLoaded vertex shader shader.terrain.1_light.vertexLoaded pixel shader shader.terrain.1_light.fragmentUpdated attributes for 'program.terrain.1_light': 4 activeUpdating uniforms for 'program.terrain.1_light' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.terrain.1_light': 1 active (19)Loaded program program.terrain.1_lightLoaded vertex shader shader.terrain.2_light.vertexLoaded pixel shader shader.terrain.2_light.fragmentUpdated attributes for 'program.terrain.2_light': 4 activeUpdating uniforms for 'program.terrain.2_light' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.terrain.2_light': 1 active (37)Loaded program program.terrain.2_lightLoaded vertex shader shader.terrain.3_light.vertexLoaded pixel shader shader.terrain.3_light.fragmentUpdated attributes for 'program.terrain.3_light': 4 activeUpdating uniforms for 'program.terrain.3_light' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.terrain.3_light': 1 active (41)Loaded program program.terrain.3_lightLoaded vertex shader shader.terrain.4_light.vertexLoaded pixel shader shader.terrain.4_light.fragmentUpdated attributes for 'program.terrain.4_light': 4 activeUpdating uniforms for 'program.terrain.4_light' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.terrain.4_light': 1 active (45)Loaded program program.terrain.4_lightLoaded vertex shader shader.terrain.5_light.vertexLoaded pixel shader shader.terrain.5_light.fragmentUpdated attributes for 'program.terrain.5_light': 4 activeUpdating uniforms for 'program.terrain.5_light' Single: tex0 : loc 0 : type 35678 : size 1Updated uniforms for 'program.terrain.5_light': 1 active (49)Loaded program program.terrain.5_lightLoaded vertex shader shader.terrain.6_light.vertexLoaded pixel shader shader.terrain.6_light.fragmentUnable to link program (program.terrain.6_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 9991:-- error message --line 324, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_FrontMaterial : state.material.front#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : ATTR9 : -1 : 0#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : c[7] : -1 : 1#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[8] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[9] : -1 : 0#var float gl_LightSource[0].linearAttenuation : state.Unable to load material program: material.terrain.bumpmap : program.terrain.6_lightLoaded vertex shader shader.terrain.7_light.vertexLoaded pixel shader shader.terrain.7_light.fragmentUnable to link program (program.terrain.7_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 10797:-- error message --line 360, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_FrontMaterial : state.material.front#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : ATTR9 : -1 : 0#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : c[7] : -1 : 1#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[8] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[9] : -1 : 0#var float gl_LightSource[0].linearAttenuation : stateUnable to load material program: material.terrain.bumpmap : program.terrain.7_lightLoaded vertex shader shader.terrain.8_light.vertexLoaded pixel shader shader.terrain.8_light.fragmentUnable to link program (program.terrain.8_light): class.jW: Vertex info-----------Internal error: assembly compile error for vertex shader at offset 11603:-- error message --line 396, column 1: error: too many result variable components written-- internal assembly text --!!NVvp4.0OPTION NV_parameter_buffer_object2;# cgc version 3.4.0001, build date Oct 23 2013# command line args:#vendor NVIDIA Corporation#version 3.4.0.1#profile gp4vp#program main#semantic gl_NormalMatrix : state.matrix.modelview.inverse#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose#semantic gl_LightSource : state.light#semantic gl_FrontMaterial : state.material.front#semantic gl_Fog : state.fog#semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose#semantic gl_ClipPlane : state.clip[].plane#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1#var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : ATTR9 : -1 : 0#var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1#var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1#var float4 gl_LightSource[0].ambient : state.light[0].ambient : c[7] : -1 : 1#var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0#var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0#var float4 gl_LightSource[0].position : state.light[0].position : c[8] : -1 : 1#var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0#var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0#var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0#var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0#var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0#var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[9] : -1 : 0#var float gl_LightSource[0].linearAttenuation : stateUnable to load material program: material.terrain.bumpmap : program.terrain.8_lightLoaded material material.terrain.bumpmapLaunching dotXSI Model Loader threadsLaunching Collada Model Loader threadsStarting workaround for fast running clocksUsing LWJGL timer.Initialized mouse with 5 buttons.Experimental direct buffer cleaner init successfulStartup Phase - Setting up..Initializing font texture for SansSerif (11). Texture Size: 512Initializing font texture for SansSerif (11, italic). Texture Size: 128Loading window positions from D:\OYUN\Wurm online\players\Tarkie\windows_1920x1080.txtLoading props file D:\OYUN\Wurm online\players\Tarkie\windows_1920x1080.txtGui initializedStartup Phase - Preparing terrainLoaded vertex shader shader.water.vertexLoaded pixel shader shader.water.fragmentUpdated attributes for 'program.water': 1 activeUpdating uniforms for 'program.water' Single: eyeCoord : loc 0 : type 35665 : size 1 Single: normalTex : loc 1 : type 35678 : size 1 Single: reflectionTex : loc 2 : type 35678 : size 1 Single: windDirAndForce : loc 3 : type 35665 : size 1Updated uniforms for 'program.water': 4 active (6)Loaded program program.waterStartup Phase - Connecting ..Disabling NaglesWriting to D:\OYUN\Wurm online\players\Tarkie\test_logs\_Event.2013-12.txtLogin successfulAra 14, 2013 3:07:37 PM class.oh runINFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=0592250e-ec38-44b6-8fda-db1436326ff4, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.26-5721b [test], name=ec, value=Churn, name=ea, value=collect, name=el, value=Login, name=ev, value=true, name=cd01, value=-1797034718]Executing D:\OYUN\Wurm online\configs\Tarkan\autorun.txtStarting update of login splash image...Ara 14, 2013 3:07:37 PM class.oh runINFO: Event successfully posted to Google AnalyticsFinished loading new login splash image!Now using reflection FBO (256)Ara 14, 2013 3:10:56 PM class.oh runINFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=0592250e-ec38-44b6-8fda-db1436326ff4, name=t, value=ni, name=an, value=Wurm Client, name=av, value=3.26-5721b [test], name=ec, value=Performance, name=ea, value=collect, name=el, value=FPS, name=ev, value=35, name=cd01, value=-1797034718]Ara 14, 2013 3:10:56 PM class.oh runINFO: Event successfully posted to Google AnalyticsTime is Sat Dec 14 15:12:32 EET 2013Performing final cleanup after playing 4mSaving props file D:\OYUN\Wurm online\players\Tarkie\playerdata.txtAra 14, 2013 3:12:32 PM class.oh runINFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=0592250e-ec38-44b6-8fda-db1436326ff4, name=t, value=ni, name=an, value=Wurm Client, name=av, value=3.26-5721b [test], name=ec, value=Timing, name=ea, value=collect, name=el, value=SessionTime, name=ev, value=7150, name=cd01, value=-1797034718]Saving props file D:\OYUN\Wurm online\configs\Tarkan\gamesettings.txtSaving props file D:\OYUN\Wurm online\players\Tarkie\stats.txtSaving window positions to D:\OYUN\Wurm online\players\Tarkie\windows_1920x1080.txtSaving props file D:\OYUN\Wurm online\players\Tarkie\windows_1920x1080.txtDestroying game windowAra 14, 2013 3:12:32 PM class.oh runINFO: Event successfully posted to Google AnalyticsShutting down OpenAL subsystem.XSI Model Loader Thread exited.Collada Model Loader exited.Job executor 0 terminatingJob executor 1 terminatingRunning garbage collector...Running finalization...Fast Clock Workaround Thread exited.Goodbye.Exit.WARNING: OpenAL was already stopped. Allright updated now, found the console log and copied it. Edited December 14, 2013 by Tarkie Share this post Link to post Share on other sites
Posted December 14, 2013 Sorry about long post, dont know how to make show/hide thing Share this post Link to post Share on other sites
Posted December 14, 2013 That's only a partial log, please post the whole thing You can hide it by using spoiler tags [spoiler] your console.log [/spoiler] Share this post Link to post Share on other sites
Posted December 14, 2013 (edited) Thanks. its done now, hope that will help.Ps: i opened the game with ironwood gui and didnt changed it. Edited December 14, 2013 by Tarkie Share this post Link to post Share on other sites