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Tarkie

Graphics That Wont Load

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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 2.93ghz
gpu: Nvidia Geforce 9800GT 1GB(gddr3) 256bit
Ram: 4gb (2x2 ddr2)
Mainboard: Gigabyte EP45-DS3L

im using win7 pro 32bit, sp1 fully updated

Only 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:

 

ELHOTbz.jpg?1

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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?


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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

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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                    =              Ä°


So 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_RÄ°GHT" 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.


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Oh yeah I remember someone bringing up this issue before, will forward to the developer responsible. Thanks for investigating!


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having same problems about ? symbol and upper lower case "i" and cant use ironwood GUI also, using turkish windows 7.


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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

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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 by Tarkie

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Do slate roofs appear as a bag for you as well?


 


Also, do you have any issues with your fight icons?


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"It is a normal roof made of slate shingles." nop i can perfectly see it and dont had any issues with fighting icons

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np, ty too. i would gladly help you guys anyway that i can to fix this issues. just let me know.


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DFD1WUu.jpg


 


Just wanted to show you how annoying this could get...


Those are clay shingles roofs...


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Can you see clay or thatch roofs or are they "?"bags too?


And can you see different wood types/textures on chests?


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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


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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.


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http://imgur.com/3IbP2OT

still the same.

 

Client 3.26-5721b [test]


Time is Sat Dec 14 15:07:05 EET 2013
Running 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 Tarkie
Loading config Tarkan
Loading props file D:\OYUN\Wurm online\configs\Tarkan\gamesettings.txt
Loading props file D:\OYUN\Wurm online\players\Tarkie\password.txt
>>> LoginFrame queue entry exiting.
Saving props file D:\OYUN\Wurm online\players\Tarkie\password.txt
Saving props file D:\OYUN\Wurm online\configs\Tarkan\gamesettings.txt
Cp1254
Cp1254
Loaded pack test_experimental.jar (r1355)
Cp1254
Loaded pack test_sound.jar (r1)
Cp1254
Loaded pack test_pmk.jar (r1160)
Cp1254
Loaded pack test_graphics.jar (r1623)
Options up-to-date!
Loading props file D:\OYUN\Wurm online\players\Tarkie\playerdata.txt
Loading props file D:\OYUN\Wurm online\players\Tarkie\stats.txt

Preparing to enable console logging.
Now logging to D:\OYUN\Wurm online\console.Tarkie.log

=== Wurm options ===
animation_playback_self = 0
auto_mipmaps_enabled = 2
auto_run_source = 0
cavedetail = 1
censor_chat = false
cloud_shadows = false
collada_animations = 4
color_black = 0.0,0.0,0.0
color_cyan = 0.0,1.0,1.0
color_error = 1.0,0.3,0.3
color_fuchsia = 1.0,0.0,1.0
color_green = 0.08,1.0,0.08
color_grey = 0.5,0.5,0.5
color_lime = 0.0,1.0,0.0
color_maroon = 0.5,0.0,0.0
color_navy_blue = 0.23,0.39,1.0
color_orange = 1.0,0.5,0.0
color_purple = 0.5,0.0,0.5
color_red = 1.0,0.0,0.0
color_royal_blue = 0.23,0.39,1.0
color_silver = 0.75,0.75,0.75
color_system = 0.5,1.0,0.5
color_teal = 0.0,0.5,0.5
color_white = 1.0,1.0,1.0
color_yellow = 1.0,1.0,0.0
compressed_textures = false
compressed_textures_S3TC = false
contribution_culling = 150
contribution_culling_mobile = 150
custim_timer_source = 1
customTimer1 = -1|-1
customTimer2 = -1|-1
customTimer3 = -1|-1
customTimer4 = -1|-1
customTimer5 = -1|-1
debug_mode = false
depth_clamp_enabled = 2
disable_select_all_shortcut = false
display_settings = false:true:0:1920:1080:32:-1:false:false
enable_debugs = false
enable_shift_drag = true
enable_vsync = false
engine_multithreaded = 0
event_log_rotation = 2
exec_source = 0
fast_yield = false
fbo_enabled = 2
fog_coord_src = 0
font_antialias = 0
font_bold = 11
font_default = 11
font_header = 24
font_italian = 11
font_monospaced = 11
font_static = 11
fov_horizontal = 90
fps_limit = 35
fps_limit_background = 15
fps_limit_enabled = true
game_client_thread_priority = 2
glsl_enabled = 2
gpu_skinning = true
gui_opacity = 3
gui_skin = 1
has_read_eula = true
hide_inactive_friends = false
hide_menu_examine = false
hide_menu_no_target = false
hide_menu_spam_mode = true
hide_menu_stop = true
high_res_binoculars = true
hint_texture_scaling = 2
impColumn = true
inverse_mouse = false
irc_log_rotation = 2
irc_notif = 0
item_creature_render_distance = 4
key_bindings_source = 0
keyboard_layout = 0
loadInventoryStartup = true
local_list_in_event = true
log_extra_errors = false
log_gl_errors = false
mark_text_read = true
material_as_suffix = true
max_texture_size = 3
mega_texture_size = 4
model_loader_thread_priority = 2
model_loading_threads = 0
multidraw_enabled = 2
no_brightness = false
no_terrain_render = false
no_world_render = false
non_power_of_two = 2
occlusion_queries_enabled = 2
offscreen_texture_size = 2
other_log_rotation = 2
outline_picking = true
pbuffer_enabled = false
player_texture_size = 1
reflection_texture_size = 0
reflections = 1
release_context = false
release_context_on_jogl_sleep = false
remember_password = true
render_distant_terrain = true
render_glow = false
render_sun_glare = true
resident_models = false
save_skills_on_quit = false
screenshot_file_format = 1
season_override = 0
send_extra_tile_data = false
setting_timestamps = true
settings_version = 3
shadow_level = 0
shift_drag_default = 10
showKChat = true
show_body_in_inventory = false
show_old_quickbar = false
silent_friends_update = false
skillgain_minimum = 4
skillgain_no_alignment = false
skillgain_no_favor = false
skydetail = 0
sound_al_gain = 15
sound_buzzlevel = 2
sound_cache_enabled = true
sound_doppler_enabled = false
sound_engine = 2
sound_footstepslevel = 10
sound_music_level = 2
sound_play_ambients = false
sound_play_buzz = true
sound_play_combat = true
sound_play_door = true
sound_play_emotes = true
sound_play_footsteps = true
sound_play_music = false
sound_play_weather = true
sound_play_work = true
stipple_enabled = true
structure_render_distance = 4
submit_client_data = 1
terrain_bump = false
terrain_res = 1
test_attach_equipment = false
test_mode = 0
tile_transitions = true
tiledecorations = 4
togglePushToTalk = true
treelist_outline = true
trees = 4
update_optional = true
use_alpha_particles = true
use_anisotropic_filtering = 0
use_antialiasing = 0
use_color_picking = true
use_fast_clock_work_around = true
use_fbo_color_picking = true
use_fbo_reflections = true
use_nagles_algorithm = false
use_nano_timer = false
use_non_alpha_particles = true
use_phobia_models = false
use_tree_models = true
use_weather_particles = true
vbo_enabled = 2
viewport_bob = true
water_detail = 2

Setting up dotXSI Model Loader
Ara 14, 2013 3:07:23 PM class.oh run
INFO: 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 Loader
Executing D:\OYUN\Wurm online\configs\Tarkan\keybindings.txt
Translating legacy key ENTER to RETURN
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_DOWN to NEXT
Ara 14, 2013 3:07:24 PM class.oh run
INFO: Event successfully posted to Google Analytics
Word filter loaded: 23
java.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 Engine
OpenAL version: 1.1 ALSOFT 1.15.1
OpenAL renderer: OpenAL Soft
OpenAL vendor: OpenAL Community
OpenAL 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_latency
Generating: 128 source channels.

=== OpenGL information ===
LWJGL version: 2.9.0
Adapter info: nvd3dum (9.18.13.3165)
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: GeForce 9800 GT/PCIe/SSE2
OpenGL version: 3.3.0
OpenGL 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_control

GLSL version: 3.30 NVIDIA via Cg compiler
GLSL max vertex uniforms: 4096 (4096)
GLSL max fragment uniforms: 2048 (2048)
GLSL max varyings: 60 (60)
Loaded vertex shader shader.white.vertex
Loaded pixel shader shader.white.fragment
Updated attributes for 'program.white': 1 active
Updating uniforms for 'program.white'
Updated uniforms for 'program.white': 0 active (1)
Loaded program program.white
Loaded material material.mesh.default
Loaded vertex shader shader.skin_tex0.1_light.vertex
Loaded pixel shader shader.tex0+light.1_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.1_light': 6 active
Updating uniforms for 'program.skin_tex0.1_light'
  Array : bones : loc 0 : type 35666 : size 200
  Single: tex0 : loc 200 : type 35678 : size 1
Updated uniforms for 'program.skin_tex0.1_light': 2 active (16)
Loaded program program.skin_tex0.1_light
Loaded vertex shader shader.skin_tex0.2_light.vertex
Loaded pixel shader shader.tex0+light.2_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.2_light': 6 active
Updating uniforms for 'program.skin_tex0.2_light'
  Array : bones : loc 0 : type 35666 : size 200
  Single: tex0 : loc 200 : type 35678 : size 1
Updated uniforms for 'program.skin_tex0.2_light': 2 active (40)
Loaded program program.skin_tex0.2_light
Loaded vertex shader shader.skin_tex0.3_light.vertex
Loaded pixel shader shader.tex0+light.3_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.3_light': 6 active
Updating uniforms for 'program.skin_tex0.3_light'
  Array : bones : loc 0 : type 35666 : size 200
  Single: tex0 : loc 200 : type 35678 : size 1
Updated uniforms for 'program.skin_tex0.3_light': 2 active (43)
Loaded program program.skin_tex0.3_light
Loaded vertex shader shader.skin_tex0.4_light.vertex
Loaded pixel shader shader.tex0+light.4_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.4_light': 6 active
Updating uniforms for 'program.skin_tex0.4_light'
  Array : bones : loc 0 : type 35666 : size 200
  Single: tex0 : loc 200 : type 35678 : size 1
Updated uniforms for 'program.skin_tex0.4_light': 2 active (46)
Loaded program program.skin_tex0.4_light
Loaded vertex shader shader.skin_tex0.5_light.vertex
Loaded pixel shader shader.tex0+light.5_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0.5_light': 6 active
Updating uniforms for 'program.skin_tex0.5_light'
  Array : bones : loc 0 : type 35666 : size 200
  Single: tex0 : loc 200 : type 35678 : size 1
Updated uniforms for 'program.skin_tex0.5_light': 2 active (49)
Loaded program program.skin_tex0.5_light
Loaded vertex shader shader.skin_tex0.6_light.vertex
Loaded pixel shader shader.tex0+light.6_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded vertex shader shader.skin_tex0.7_light.vertex
Loaded pixel shader shader.tex0+light.7_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded vertex shader shader.skin_tex0.8_light.vertex
Loaded pixel shader shader.tex0+light.8_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded material material.mesh.skin
Loaded vertex shader shader.skin_solid.vertex
Loaded pixel shader shader.col.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_solid': 4 active
Updating uniforms for 'program.skin_solid'
  Array : bones : loc 0 : type 35666 : size 200
Updated uniforms for 'program.skin_solid': 1 active (2)
Loaded program program.skin_solid
Loaded material material.mesh.skin_solid
Loaded pixel shader shader.tex0+light+rarity.1_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0_rare.1_light': 6 active
Updating 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 1
Updated uniforms for 'program.skin_tex0_rare.1_light': 4 active (18)
Loaded program program.skin_tex0_rare.1_light
Loaded pixel shader shader.tex0+light+rarity.2_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0_rare.2_light': 6 active
Updating 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 1
Updated uniforms for 'program.skin_tex0_rare.2_light': 4 active (42)
Loaded program program.skin_tex0_rare.2_light
Loaded pixel shader shader.tex0+light+rarity.3_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0_rare.3_light': 6 active
Updating 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 1
Updated uniforms for 'program.skin_tex0_rare.3_light': 4 active (45)
Loaded program program.skin_tex0_rare.3_light
Loaded pixel shader shader.tex0+light+rarity.4_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0_rare.4_light': 6 active
Updating 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 1
Updated uniforms for 'program.skin_tex0_rare.4_light': 4 active (48)
Loaded program program.skin_tex0_rare.4_light
Loaded pixel shader shader.tex0+light+rarity.5_light.fragment
Bind attribute: vIndex
Bind attribute: vWeight
Updated attributes for 'program.skin_tex0_rare.5_light': 6 active
Updating 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 1
Updated uniforms for 'program.skin_tex0_rare.5_light': 4 active (51)
Loaded program program.skin_tex0_rare.5_light
Loaded vertex shader shader.skin_tex0.6_light.vertex
Loaded pixel shader shader.tex0+light+rarity.6_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded vertex shader shader.skin_tex0.7_light.vertex
Loaded pixel shader shader.tex0+light+rarity.7_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded vertex shader shader.skin_tex0.8_light.vertex
Loaded pixel shader shader.tex0+light+rarity.8_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded material material.mesh.skin_rare
Loaded vertex shader shader.static_tex0.1_light.vertex
Updated attributes for 'program.static_tex0.1_light': 4 active
Updating uniforms for 'program.static_tex0.1_light'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.static_tex0.1_light': 1 active (15)
Loaded program program.static_tex0.1_light
Loaded vertex shader shader.static_tex0.2_light.vertex
Updated attributes for 'program.static_tex0.2_light': 4 active
Updating uniforms for 'program.static_tex0.2_light'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.static_tex0.2_light': 1 active (39)
Loaded program program.static_tex0.2_light
Loaded vertex shader shader.static_tex0.3_light.vertex
Updated attributes for 'program.static_tex0.3_light': 4 active
Updating uniforms for 'program.static_tex0.3_light'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.static_tex0.3_light': 1 active (42)
Loaded program program.static_tex0.3_light
Loaded vertex shader shader.static_tex0.4_light.vertex
Updated attributes for 'program.static_tex0.4_light': 4 active
Updating uniforms for 'program.static_tex0.4_light'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.static_tex0.4_light': 1 active (45)
Loaded program program.static_tex0.4_light
Loaded vertex shader shader.static_tex0.5_light.vertex
Updated attributes for 'program.static_tex0.5_light': 4 active
Updating uniforms for 'program.static_tex0.5_light'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.static_tex0.5_light': 1 active (48)
Loaded program program.static_tex0.5_light
Loaded vertex shader shader.static_tex0.6_light.vertex
Loaded pixel shader shader.tex0+light.6_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded vertex shader shader.static_tex0.7_light.vertex
Loaded pixel shader shader.tex0+light.7_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded vertex shader shader.static_tex0.8_light.vertex
Loaded pixel shader shader.tex0+light.8_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded material material.mesh.static
Loaded vertex shader shader.static_solid.vertex
Updated attributes for 'program.static_solid': 2 active
Updating uniforms for 'program.static_solid'
Updated uniforms for 'program.static_solid': 0 active (1)
Loaded program program.static_solid
Loaded material material.mesh.static_solid
Updated attributes for 'program.static_tex0_rare.1_light': 4 active
Updating 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 1
Updated uniforms for 'program.static_tex0_rare.1_light': 3 active (17)
Loaded program program.static_tex0_rare.1_light
Updated attributes for 'program.static_tex0_rare.2_light': 4 active
Updating 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 1
Updated uniforms for 'program.static_tex0_rare.2_light': 3 active (41)
Loaded program program.static_tex0_rare.2_light
Updated attributes for 'program.static_tex0_rare.3_light': 4 active
Updating 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 1
Updated uniforms for 'program.static_tex0_rare.3_light': 3 active (44)
Loaded program program.static_tex0_rare.3_light
Updated attributes for 'program.static_tex0_rare.4_light': 4 active
Updating 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 1
Updated uniforms for 'program.static_tex0_rare.4_light': 3 active (47)
Loaded program program.static_tex0_rare.4_light
Updated attributes for 'program.static_tex0_rare.5_light': 4 active
Updating 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 1
Updated uniforms for 'program.static_tex0_rare.5_light': 3 active (50)
Loaded program program.static_tex0_rare.5_light
Loaded vertex shader shader.static_tex0.6_light.vertex
Loaded pixel shader shader.tex0+light+rarity.6_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded vertex shader shader.static_tex0.7_light.vertex
Loaded pixel shader shader.tex0+light+rarity.7_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded vertex shader shader.static_tex0.8_light.vertex
Loaded pixel shader shader.tex0+light+rarity.8_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded material material.mesh.static_rare
Loaded vertex shader shader.tex0.vertex
Loaded pixel shader shader.tex0.fragment
Updated attributes for 'program.tex0': 2 active
Updating uniforms for 'program.tex0'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.tex0': 1 active (2)
Loaded program program.tex0
Loaded material material.mesh.tex0
Loaded vertex shader shader.vegetation.vertex
Loaded pixel shader shader.tex0+col.fragment
Updated attributes for 'program.vegetation': 4 active
Updating uniforms for 'program.vegetation'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.vegetation': 1 active (64)
Loaded program program.vegetation
Loaded material material.mesh.vegetation
Loaded vertex shader shader.grass.1_light.vertex
Updated attributes for 'program.grass.1_light': 5 active
Updating 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 1
Updated uniforms for 'program.grass.1_light': 3 active (14)
Loaded program program.grass.1_light
Loaded vertex shader shader.grass.2_light.vertex
Updated attributes for 'program.grass.2_light': 5 active
Updating 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 1
Updated uniforms for 'program.grass.2_light': 3 active (19)
Loaded program program.grass.2_light
Loaded vertex shader shader.grass.3_light.vertex
Updated attributes for 'program.grass.3_light': 5 active
Updating 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 1
Updated uniforms for 'program.grass.3_light': 3 active (65)
Loaded program program.grass.3_light
Loaded vertex shader shader.grass.4_light.vertex
Updated attributes for 'program.grass.4_light': 5 active
Updating 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 1
Updated uniforms for 'program.grass.4_light': 3 active (65)
Loaded program program.grass.4_light
Loaded vertex shader shader.grass.5_light.vertex
Updated attributes for 'program.grass.5_light': 5 active
Updating 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 1
Updated uniforms for 'program.grass.5_light': 3 active (65)
Loaded program program.grass.5_light
Loaded vertex shader shader.grass.6_light.vertex
Updated attributes for 'program.grass.6_light': 5 active
Updating 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 1
Updated uniforms for 'program.grass.6_light': 3 active (65)
Loaded program program.grass.6_light
Loaded vertex shader shader.grass.7_light.vertex
Updated attributes for 'program.grass.7_light': 5 active
Updating 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 1
Updated uniforms for 'program.grass.7_light': 3 active (65)
Loaded program program.grass.7_light
Loaded vertex shader shader.grass.8_light.vertex
Updated attributes for 'program.grass.8_light': 5 active
Updating 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 1
Updated uniforms for 'program.grass.8_light': 3 active (65)
Loaded program program.grass.8_light
Loaded material material.mesh.grass
Loaded vertex shader shader.terrain.1_light.vertex
Loaded pixel shader shader.terrain.1_light.fragment
Updated attributes for 'program.terrain.1_light': 4 active
Updating uniforms for 'program.terrain.1_light'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.terrain.1_light': 1 active (19)
Loaded program program.terrain.1_light
Loaded vertex shader shader.terrain.2_light.vertex
Loaded pixel shader shader.terrain.2_light.fragment
Updated attributes for 'program.terrain.2_light': 4 active
Updating uniforms for 'program.terrain.2_light'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.terrain.2_light': 1 active (37)
Loaded program program.terrain.2_light
Loaded vertex shader shader.terrain.3_light.vertex
Loaded pixel shader shader.terrain.3_light.fragment
Updated attributes for 'program.terrain.3_light': 4 active
Updating uniforms for 'program.terrain.3_light'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.terrain.3_light': 1 active (41)
Loaded program program.terrain.3_light
Loaded vertex shader shader.terrain.4_light.vertex
Loaded pixel shader shader.terrain.4_light.fragment
Updated attributes for 'program.terrain.4_light': 4 active
Updating uniforms for 'program.terrain.4_light'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.terrain.4_light': 1 active (45)
Loaded program program.terrain.4_light
Loaded vertex shader shader.terrain.5_light.vertex
Loaded pixel shader shader.terrain.5_light.fragment
Updated attributes for 'program.terrain.5_light': 4 active
Updating uniforms for 'program.terrain.5_light'
  Single: tex0 : loc 0 : type 35678 : size 1
Updated uniforms for 'program.terrain.5_light': 1 active (49)
Loaded program program.terrain.5_light
Loaded vertex shader shader.terrain.6_light.vertex
Loaded pixel shader shader.terrain.6_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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_light
Loaded vertex shader shader.terrain.7_light.vertex
Loaded pixel shader shader.terrain.7_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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.7_light
Loaded vertex shader shader.terrain.8_light.vertex
Loaded pixel shader shader.terrain.8_light.fragment
Unable 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 --
!!NVvp4.0
OPTION 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.8_light
Loaded material material.terrain.bumpmap
Launching dotXSI Model Loader threads
Launching Collada Model Loader threads
Starting workaround for fast running clocks
Using LWJGL timer.
Initialized mouse with 5 buttons.
Experimental direct buffer cleaner init successful
Startup Phase - Setting up..
Initializing font texture for SansSerif (11). Texture Size: 512
Initializing font texture for SansSerif (11, italic). Texture Size: 128
Loading window positions from D:\OYUN\Wurm online\players\Tarkie\windows_1920x1080.txt
Loading props file D:\OYUN\Wurm online\players\Tarkie\windows_1920x1080.txt
Gui initialized
Startup Phase - Preparing terrain
Loaded vertex shader shader.water.vertex
Loaded pixel shader shader.water.fragment
Updated attributes for 'program.water': 1 active
Updating 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 1
Updated uniforms for 'program.water': 4 active (6)
Loaded program program.water
Startup Phase - Connecting ..
Disabling Nagles
Writing to D:\OYUN\Wurm online\players\Tarkie\test_logs\_Event.2013-12.txt
Login successful
Ara 14, 2013 3:07:37 PM class.oh run
INFO: 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.txt
Starting update of login splash image...
Ara 14, 2013 3:07:37 PM class.oh run
INFO: Event successfully posted to Google Analytics
Finished loading new login splash image!
Now using reflection FBO (256)
Ara 14, 2013 3:10:56 PM class.oh run
INFO: 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 run
INFO: Event successfully posted to Google Analytics
Time is Sat Dec 14 15:12:32 EET 2013
Performing final cleanup after playing  4m
Saving props file D:\OYUN\Wurm online\players\Tarkie\playerdata.txt
Ara 14, 2013 3:12:32 PM class.oh run
INFO: 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.txt
Saving props file D:\OYUN\Wurm online\players\Tarkie\stats.txt
Saving window positions to D:\OYUN\Wurm online\players\Tarkie\windows_1920x1080.txt
Saving props file D:\OYUN\Wurm online\players\Tarkie\windows_1920x1080.txt
Destroying game window
Ara 14, 2013 3:12:32 PM class.oh run
INFO: Event successfully posted to Google Analytics
Shutting down OpenAL subsystem.
XSI Model Loader Thread exited.
Collada Model Loader exited.
Job executor 0 terminating
Job executor 1 terminating
Running 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 by Tarkie

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That's only a partial log, please post the whole thing


 


You can hide it by using spoiler tags



[spoiler]
your console.log
[/spoiler]

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Thanks. its done now, hope that will help.


Ps: i opened the game with ironwood gui and didnt changed it.


Edited by Tarkie

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