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Apotheon

GLSL shader

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Here you go.

 

Time is Tue Apr 01 13:19:53 BST 2014
Running client version 3.54-3062 [unstable]

=== System information ===
Executing from //
Operating system: Mac OS X (arch: x86_64, version: 10.8.5)
Java version: 1.7.0_51 (Oracle Corporation) <http://java.oracle.com/>
Jvm version: 24.51-b03 (Oracle Corporation) [Java HotSpot 64-Bit Server VM]
Available CPUs: 2

>>> Main thread exiting.
Loading character deri
Loading config default
Loading props file /Users/USERNAME/Documents/configs/default/gamesettings.txt
Loading props file /Users/USERNAME/Documents/players/deri/password.txt
>>> LoginFrame queue entry exiting.
Saving props file /Users/USERNAME/Documents/players/deri/password.txt
Saving props file /Users/USERNAME/Documents/configs/default/gamesettings.txt
Loaded pack sound.jar (r1)
Loaded pack pmk.jar (r1802)
Loaded pack graphics.jar (r1853)
Options up-to-date!
Loading props file /Users/USERNAME/Documents/players/deri/playerdata.txt
Loading props file /Users/USERNAME/Documents/players/deri/stats.txt

Preparing to enable console logging.
Now logging to /Users/USERNAME/Documents/console.deri.log

=== Wurm options ===
animation_playback_self = 0
auto_mipmaps_enabled = 2
auto_run_source = 0
cavedetail = 2
censor_chat = false
cloud_shadows = false
collada_animations = 3
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 = true
contribution_culling = 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 = 1
disable_select_all_shortcut = false
display_settings = false:false:0:1152:720:32:-1:false:false
enable_contribution_culling = false
enable_debugs = false
enable_lod = true
enable_shift_drag = false
enable_vsync = true
engine_multithreaded = 0
event_log_rotation = 2
exec_source = 0
fast_yield = false
fbo_enabled = 1
fog_coord_src = 0
font_antialias = 2
font_bold = 11
font_default = 11
font_header = 24
font_italian = 11
font_monospaced = 11
font_static = 11
fov_horizontal = 80
fps_limit = 60
fps_limit_background = 30
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 = false
high_res_binoculars = false
hint_texture_scaling = 1
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 = false
lod_1 = 16
lod_2 = 32
log_extra_errors = false
log_gl_errors = false
mark_text_read = true
material_as_suffix = true
max_texture_size = 3
mega_texture_size = 5
model_loader_thread_priority = 2
model_loading_threads = 1
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 = 1
other_log_rotation = 2
outline_picking = true
player_texture_size = 2
reflection_texture_size = 2
reflections = 3
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 = 3
skillgain_no_alignment = true
skillgain_no_favor = true
skydetail = 1
sound_al_gain = 15
sound_buzzlevel = 2
sound_cache_enabled = false
sound_doppler_enabled = false
sound_engine = 2
sound_footstepslevel = 10
sound_music_level = 5
sound_play_ambients = true
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 = false
stipple_enabled = true
structure_render_distance = 4
submit_client_data = 1
terrain_bump = true
terrain_res = 1
test_attach_equipment = false
test_mode = 0
tile_transitions = true
tiledecorations = 2
togglePushToTalk = true
treelist_outline = true
trees = 2
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_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

Apr 01, 2014 1:20:10 PM class.FqBfovR2jx run
INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=2d7d9f5d-686d-4f6c-9fa4-eeeb96739278, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.54-3062 [unstable], name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=3079800]
Setting up dotXSI Model Loader
Setting up Collada Model Loader
Executing /Users/USERNAME/Documents/configs/default/keybindings.txt
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key ENTER to RETURN
Apr 01, 2014 1:20:11 PM class.FqBfovR2jx run
INFO: Event successfully posted to Google Analytics
Word filter loaded: 23
Starting job manager with 2 worker threads
>>> Launch queue entry exiting.
Using LWJGL display 1152:720:0:0 (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: 2.9.1
Adapter info: null (null)
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: NVIDIA GeForce 9400M OpenGL Engine
OpenGL version: 2.1 NVIDIA-8.16.76 310.40.00.20f04
OpenGL extensions:
    GL_ARB_color_buffer_float
    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_fragment_program
    GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader
    GL_ARB_framebuffer_object
    GL_ARB_framebuffer_sRGB
    GL_ARB_half_float_pixel
    GL_ARB_half_float_vertex
    GL_ARB_imaging
    GL_ARB_instanced_arrays
    GL_ARB_multisample
    GL_ARB_multitexture
    GL_ARB_occlusion_query
    GL_ARB_pixel_buffer_object
    GL_ARB_point_parameters
    GL_ARB_point_sprite
    GL_ARB_provoking_vertex
    GL_ARB_seamless_cube_map
    GL_ARB_shader_objects
    GL_ARB_shader_texture_lod
    GL_ARB_shading_language_100
    GL_ARB_shadow
    GL_ARB_sync
    GL_ARB_texture_border_clamp
    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_mirrored_repeat
    GL_ARB_texture_non_power_of_two
    GL_ARB_texture_rectangle
    GL_ARB_texture_rg
    GL_ARB_transpose_matrix
    GL_ARB_vertex_array_bgra
    GL_ARB_vertex_blend
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_vertex_shader
    GL_ARB_window_pos
    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_clip_volume_hint
    GL_EXT_depth_bounds_test
    GL_EXT_draw_buffers2
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_multisample
    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_provoking_vertex
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_specular_color
    GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_texture_array
    GL_EXT_texture_compression_dxt1
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_env_add
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_integer
    GL_EXT_texture_lod_bias
    GL_EXT_texture_mirror_clamp
    GL_EXT_texture_rectangle
    GL_EXT_texture_shared_exponent
    GL_EXT_texture_sRGB
    GL_EXT_texture_sRGB_decode
    GL_EXT_timer_query
    GL_EXT_transform_feedback
    GL_EXT_vertex_array_bgra
    GL_APPLE_aux_depth_stencil
    GL_APPLE_client_storage
    GL_APPLE_element_array
    GL_APPLE_fence
    GL_APPLE_float_pixels
    GL_APPLE_flush_buffer_range
    GL_APPLE_flush_render
    GL_APPLE_object_purgeable
    GL_APPLE_packed_pixels
    GL_APPLE_pixel_buffer
    GL_APPLE_rgb_422
    GL_APPLE_row_bytes
    GL_APPLE_specular_vector
    GL_APPLE_texture_range
    GL_APPLE_transform_hint
    GL_APPLE_vertex_array_object
    GL_APPLE_vertex_array_range
    GL_APPLE_vertex_point_size
    GL_APPLE_vertex_program_evaluators
    GL_APPLE_ycbcr_422
    GL_ATI_separate_stencil
    GL_ATI_texture_env_combine3
    GL_ATI_texture_float
    GL_ATI_texture_mirror_once
    GL_IBM_rasterpos_clip
    GL_NV_blend_square
    GL_NV_conditional_render
    GL_NV_depth_clamp
    GL_NV_fog_distance
    GL_NV_fragment_program_option
    GL_NV_fragment_program2
    GL_NV_light_max_exponent
    GL_NV_multisample_filter_hint
    GL_NV_point_sprite
    GL_NV_texgen_reflection
    GL_NV_vertex_program2_option
    GL_NV_vertex_program3
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_edge_clamp
    GL_SGIS_texture_lod

GLSL version: 1.20
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
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
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
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
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
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
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
Loaded program program.skin_tex0.6_light
Loaded vertex shader shader.skin_tex0.7_light.vertex
Loaded pixel shader shader.tex0+light.7_light.fragment
Loaded program program.skin_tex0.7_light
Loaded vertex shader shader.skin_tex0.8_light.vertex
Loaded pixel shader shader.tex0+light.8_light.fragment

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Are you sure you ran the test client linked by Manny? Looks like it was the unstable client build again (they are different). The log should say something like


 


Running client version 3.4-6048 [test]

 

at the start of the log

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Opps!  Sorry.

 

here you are!

 

Time is Sat Apr 05 22:59:46 BST 2014
Running client version 3.4-6048 [test]

=== System information ===
Executing from /Users/USERNAME/
Operating system: Mac OS X (arch: x86_64, version: 10.8.5)
Java version: 1.7.0_51 (Oracle Corporation) <http://java.oracle.com/>
Jvm version: 24.51-b03 (Oracle Corporation) [Java HotSpot 64-Bit Server VM]
Available CPUs: 2

>>> Main thread exiting.
Loading character deri
Loading config default
Loading props file /Users/USERNAME/Documents/configs/default/gamesettings.txt
Loading props file /Users/USERNAME/Documents/players/deri/password.txt
>>> LoginFrame queue entry exiting.
Saving props file /Users/USERNAME/Documents/players/deri/password.txt
Saving props file /Users/USERNAME/Documents/configs/default/gamesettings.txt
Loaded pack test_sound.jar (r1)
Loaded pack test_pmk.jar (r1160)
Loaded pack test_graphics.jar (r1875)
Options up-to-date!
Loading props file /Users/USERNAME/Documents/players/deri/playerdata.txt
Loading props file /Users/USERNAME/Documents/players/deri/stats.txt

Preparing to enable console logging.
Now logging to /Users/USERNAME/Documents/console.deri.log

=== Wurm options ===
animation_playback_self = 0
auto_mipmaps_enabled = 2
auto_run_source = 0
cavedetail = 2
censor_chat = false
cloud_shadows = false
collada_animations = 3
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 = true
contribution_culling = 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 = 1
disable_select_all_shortcut = false
display_settings = false:false:0:1152:720:32:-1:false:false
enable_contribution_culling = false
enable_debugs = false
enable_lod = true
enable_shift_drag = false
enable_vsync = true
engine_multithreaded = 0
event_log_rotation = 2
exec_source = 0
fast_yield = false
fbo_enabled = 1
fog_coord_src = 0
font_antialias = 2
font_bold = 11
font_default = 11
font_header = 24
font_italian = 11
font_monospaced = 11
font_static = 11
fov_horizontal = 80
fps_limit = 60
fps_limit_background = 30
fps_limit_enabled = true
game_client_thread_priority = 2
glsl_debug_loading = false
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 = false
high_res_binoculars = false
hint_texture_scaling = 1
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 = false
lod_1 = 16
lod_2 = 32
log_extra_errors = false
log_gl_errors = false
mark_text_read = true
material_as_suffix = true
max_texture_size = 3
mega_texture_size = 5
model_loader_thread_priority = 2
model_loading_threads = 1
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 = 1
other_log_rotation = 2
outline_picking = true
player_texture_size = 2
reflection_texture_size = 2
reflections = 3
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 = 3
skillgain_no_alignment = true
skillgain_no_favor = true
skydetail = 1
sound_al_gain = 15
sound_buzzlevel = 2
sound_cache_enabled = false
sound_doppler_enabled = false
sound_engine = 2
sound_footstepslevel = 10
sound_music_level = 5
sound_play_ambients = true
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 = false
stipple_enabled = true
structure_render_distance = 4
submit_client_data = 1
terrain_bump = true
terrain_res = 1
test_attach_equipment = false
test_mode = 0
tile_transitions = true
tiledecorations = 2
togglePushToTalk = true
treelist_outline = true
trees = 2
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_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

Apr 05, 2014 11:09:06 PM class.iPosfVQjxY run
INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=0765667c-b050-49f2-9235-a43a75bd4d39, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.4-6048 [test], name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=3079800]
Apr 05, 2014 11:09:06 PM class.iPosfVQjxY run
INFO: Event successfully posted to Google Analytics
Setting up dotXSI Model Loader
Setting up Collada Model Loader
Executing /Users/USERNAME/Documents/configs/default/keybindings.txt
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key ENTER to RETURN
Word filter loaded: 23
Starting job manager with 2 worker threads
>>> Launch queue entry exiting.
Using LWJGL display 1152:720:0:0 (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: 2.9.1
Adapter info: null (null)
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: NVIDIA GeForce 9400M OpenGL Engine
OpenGL version: 2.1 NVIDIA-8.16.76 310.40.00.20f04
OpenGL extensions:
    GL_ARB_color_buffer_float
    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_fragment_program
    GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader
    GL_ARB_framebuffer_object
    GL_ARB_framebuffer_sRGB
    GL_ARB_half_float_pixel
    GL_ARB_half_float_vertex
    GL_ARB_imaging
    GL_ARB_instanced_arrays
    GL_ARB_multisample
    GL_ARB_multitexture
    GL_ARB_occlusion_query
    GL_ARB_pixel_buffer_object
    GL_ARB_point_parameters
    GL_ARB_point_sprite
    GL_ARB_provoking_vertex
    GL_ARB_seamless_cube_map
    GL_ARB_shader_objects
    GL_ARB_shader_texture_lod
    GL_ARB_shading_language_100
    GL_ARB_shadow
    GL_ARB_sync
    GL_ARB_texture_border_clamp
    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_mirrored_repeat
    GL_ARB_texture_non_power_of_two
    GL_ARB_texture_rectangle
    GL_ARB_texture_rg
    GL_ARB_transpose_matrix
    GL_ARB_vertex_array_bgra
    GL_ARB_vertex_blend
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_vertex_shader
    GL_ARB_window_pos
    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_clip_volume_hint
    GL_EXT_depth_bounds_test
    GL_EXT_draw_buffers2
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_multisample
    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_provoking_vertex
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_specular_color
    GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_texture_array
    GL_EXT_texture_compression_dxt1
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_env_add
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_integer
    GL_EXT_texture_lod_bias
    GL_EXT_texture_mirror_clamp
    GL_EXT_texture_rectangle
    GL_EXT_texture_shared_exponent
    GL_EXT_texture_sRGB
    GL_EXT_texture_sRGB_decode
    GL_EXT_timer_query
    GL_EXT_transform_feedback
    GL_EXT_vertex_array_bgra
    GL_APPLE_aux_depth_stencil
    GL_APPLE_client_storage
    GL_APPLE_element_array
    GL_APPLE_fence
    GL_APPLE_float_pixels
    GL_APPLE_flush_buffer_range
    GL_APPLE_flush_render
    GL_APPLE_object_purgeable
    GL_APPLE_packed_pixels
    GL_APPLE_pixel_buffer
    GL_APPLE_rgb_422
    GL_APPLE_row_bytes
    GL_APPLE_specular_vector
    GL_APPLE_texture_range
    GL_APPLE_transform_hint
    GL_APPLE_vertex_array_object
    GL_APPLE_vertex_array_range
    GL_APPLE_vertex_point_size
    GL_APPLE_vertex_program_evaluators
    GL_APPLE_ycbcr_422
    GL_ATI_separate_stencil
    GL_ATI_texture_env_combine3
    GL_ATI_texture_float
    GL_ATI_texture_mirror_once
    GL_IBM_rasterpos_clip
    GL_NV_blend_square
    GL_NV_conditional_render
    GL_NV_depth_clamp
    GL_NV_fog_distance
    GL_NV_fragment_program_option
    GL_NV_fragment_program2
    GL_NV_light_max_exponent
    GL_NV_multisample_filter_hint
    GL_NV_point_sprite
    GL_NV_texgen_reflection
    GL_NV_vertex_program2_option
    GL_NV_vertex_program3
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_edge_clamp
    GL_SGIS_texture_lod

GLSL version: 1.20
GLSL max vertex uniforms: 4096 (4096)
GLSL max fragment uniforms: 2048 (2048)
GLSL max varyings: 60 (60)
Preloading builtin materials
 

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Great, then we're on the same track again :) Could you try changing the new debug config option I added to the gamesettings.txt and set "glsl_debug_loading=true" then post a new log?


 


Sorry for the many requests without apparent result, but since I cannot reproduce this on any of my macs I'm basically trying to (slowly) track down the exact cause.


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Hi, Sorry for the delay. Got rushed in to hospital just after arriving in the US. Out now and all is well.

 

Time is Sun Apr 13 21:11:17 BST 2014
Running client version 3.4-6088 [test]

=== System information ===
Executing from //
Operating system: Mac OS X (arch: x86_64, version: 10.8.5)
Java version: 1.7.0_51 (Oracle Corporation) <http://java.oracle.com/>
Jvm version: 24.51-b03 (Oracle Corporation) [Java HotSpot 64-Bit Server VM]
Available CPUs: 2

>>> Main thread exiting.
Loading character deri
Loading config default
Loading props file /Users/USERNAME/Documents/configs/default/gamesettings.txt
Loading props file /Users/USERNAME/Documents/players/deri/password.txt
>>> LoginFrame queue entry exiting.
Saving props file /Users/USERNAME/Documents/players/deri/password.txt
Saving props file /Users/USERNAME/Documents/configs/default/gamesettings.txt
Loaded pack test_sound.jar (r1)
Loaded pack test_pmk.jar (r1160)
Loaded pack test_graphics.jar (r1885)
Options up-to-date!
Apr 13, 2014 9:11:44 PM class.DwGMxRpPEP run
INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=d0ad4a36-2152-443d-b508-6355b6b44ee9, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.4-6088 [test], name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=3079800]
Loading props file /Users/USERNAME/Documents/players/deri/playerdata.txt
Loading props file /Users/USERNAME/Documents/players/deri/stats.txt

Preparing to enable console logging.
Now logging to /Users/USERNAME/Documents/console.deri.log

=== Wurm options ===
animation_playback_self = 0
auto_mipmaps_enabled = 2
auto_run_source = 0
cavedetail = 2
censor_chat = false
cloud_shadows = false
collada_animations = 3
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 = true
contribution_culling = 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 = 1
disable_select_all_shortcut = false
display_settings = false:false:0:1152:720:32:-1:false:false
enable_contribution_culling = false
enable_debugs = false
enable_lod = true
enable_shift_drag = false
enable_vsync = true
engine_multithreaded = 0
event_log_rotation = 2
exec_source = 0
fast_yield = false
fbo_enabled = 1
fog_coord_src = 0
font_antialias = 2
font_bold = 11
font_default = 11
font_header = 24
font_italian = 11
font_monospaced = 11
font_static = 11
fov_horizontal = 80
fps_limit = 60
fps_limit_background = 30
fps_limit_enabled = true
game_client_thread_priority = 2
glsl_debug_loading = true
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 = false
high_res_binoculars = false
hint_texture_scaling = 1
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 = false
lod_1 = 16
lod_2 = 32
log_extra_errors = false
log_gl_errors = false
mark_text_read = true
material_as_suffix = true
max_texture_size = 3
mega_texture_size = 5
model_loader_thread_priority = 2
model_loading_threads = 1
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 = 1
other_log_rotation = 2
outline_picking = true
player_texture_size = 2
reflection_texture_size = 2
reflections = 3
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 = 3
skillgain_no_alignment = true
skillgain_no_favor = true
skydetail = 1
sound_al_gain = 15
sound_buzzlevel = 2
sound_cache_enabled = false
sound_doppler_enabled = false
sound_engine = 2
sound_footstepslevel = 10
sound_music_level = 5
sound_play_ambients = true
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 = false
stipple_enabled = true
structure_render_distance = 4
submit_client_data = 1
terrain_bump = true
terrain_res = 1
test_attach_equipment = false
test_mode = 0
thirdPerson = false
tile_transitions = true
tiledecorations = 2
togglePushToTalk = true
treelist_outline = true
trees = 2
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_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

Apr 13, 2014 9:11:44 PM class.DwGMxRpPEP run
INFO: Event successfully posted to Google Analytics
Setting up dotXSI Model Loader
Setting up Collada Model Loader
Executing /Users/USERNAME/Documents/configs/default/keybindings.txt
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_DOWN to NEXT
Translating legacy key ENTER to RETURN
Word filter loaded: 23
Starting job manager with 2 worker threads
>>> Launch queue entry exiting.
Using LWJGL display 1152:720:0:0 (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: 2.9.1
Adapter info: null (null)
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: NVIDIA GeForce 9400M OpenGL Engine
OpenGL version: 2.1 NVIDIA-8.16.76 310.40.00.20f04
OpenGL extensions:
    GL_ARB_color_buffer_float
    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_fragment_program
    GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader
    GL_ARB_framebuffer_object
    GL_ARB_framebuffer_sRGB
    GL_ARB_half_float_pixel
    GL_ARB_half_float_vertex
    GL_ARB_imaging
    GL_ARB_instanced_arrays
    GL_ARB_multisample
    GL_ARB_multitexture
    GL_ARB_occlusion_query
    GL_ARB_pixel_buffer_object
    GL_ARB_point_parameters
    GL_ARB_point_sprite
    GL_ARB_provoking_vertex
    GL_ARB_seamless_cube_map
    GL_ARB_shader_objects
    GL_ARB_shader_texture_lod
    GL_ARB_shading_language_100
    GL_ARB_shadow
    GL_ARB_sync
    GL_ARB_texture_border_clamp
    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_mirrored_repeat
    GL_ARB_texture_non_power_of_two
    GL_ARB_texture_rectangle
    GL_ARB_texture_rg
    GL_ARB_transpose_matrix
    GL_ARB_vertex_array_bgra
    GL_ARB_vertex_blend
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_vertex_shader
    GL_ARB_window_pos
    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_clip_volume_hint
    GL_EXT_depth_bounds_test
    GL_EXT_draw_buffers2
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_multisample
    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_provoking_vertex
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_specular_color
    GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_texture_array
    GL_EXT_texture_compression_dxt1
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_env_add
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_integer
    GL_EXT_texture_lod_bias
    GL_EXT_texture_mirror_clamp
    GL_EXT_texture_rectangle
    GL_EXT_texture_shared_exponent
    GL_EXT_texture_sRGB
    GL_EXT_texture_sRGB_decode
    GL_EXT_timer_query
    GL_EXT_transform_feedback
    GL_EXT_vertex_array_bgra
    GL_APPLE_aux_depth_stencil
    GL_APPLE_client_storage
    GL_APPLE_element_array
    GL_APPLE_fence
    GL_APPLE_float_pixels
    GL_APPLE_flush_buffer_range
    GL_APPLE_flush_render
    GL_APPLE_object_purgeable
    GL_APPLE_packed_pixels
    GL_APPLE_pixel_buffer
    GL_APPLE_rgb_422
    GL_APPLE_row_bytes
    GL_APPLE_specular_vector
    GL_APPLE_texture_range
    GL_APPLE_transform_hint
    GL_APPLE_vertex_array_object
    GL_APPLE_vertex_array_range
    GL_APPLE_vertex_point_size
    GL_APPLE_vertex_program_evaluators
    GL_APPLE_ycbcr_422
    GL_ATI_separate_stencil
    GL_ATI_texture_env_combine3
    GL_ATI_texture_float
    GL_ATI_texture_mirror_once
    GL_IBM_rasterpos_clip
    GL_NV_blend_square
    GL_NV_conditional_render
    GL_NV_depth_clamp
    GL_NV_fog_distance
    GL_NV_fragment_program_option
    GL_NV_fragment_program2
    GL_NV_light_max_exponent
    GL_NV_multisample_filter_hint
    GL_NV_point_sprite
    GL_NV_texgen_reflection
    GL_NV_vertex_program2_option
    GL_NV_vertex_program3
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_edge_clamp
    GL_SGIS_texture_lod

GLSL version: 1.20
GLSL max vertex uniforms: 4096 (4096)
GLSL max fragment uniforms: 2048 (2048)
GLSL max varyings: 60 (60)
Preloading builtin materials
Loaded vertex shader shader.white.vertex
Loaded pixel shader shader.white.fragment
Link program program.white
Attaching shaders
Linking program
Validating program
Updating attributes and uniforms
Final linking program
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
Link program program.skin_tex0.1_light
Attaching shaders
Linking program
Validating program
Updating attributes and uniforms
Final linking program
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
Link program program.skin_tex0.2_light
Attaching shaders
Linking program
Validating program
Updating attributes and uniforms
Final linking program
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
Link program program.skin_tex0.3_light
Attaching shaders
Linking program
Validating program
Updating attributes and uniforms
Final linking program
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
Link program program.skin_tex0.4_light
Attaching shaders
Linking program
Validating program
Updating attributes and uniforms
Final linking program
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
Link program program.skin_tex0.5_light
Attaching shaders
Linking program
Validating program
Updating attributes and uniforms
Final linking program
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
Link program program.skin_tex0.6_light
Attaching shaders
Linking program
Validating program
Updating attributes and uniforms
Final linking program
Loaded program program.skin_tex0.6_light
Loaded vertex shader shader.skin_tex0.7_light.vertex
Loaded pixel shader shader.tex0+light.7_light.fragment
Link program program.skin_tex0.7_light
Attaching shaders
Linking program
Validating program
Updating attributes and uniforms
Final linking program
Loaded program program.skin_tex0.7_light
Loaded vertex shader shader.skin_tex0.8_light.vertex
Loaded pixel shader shader.tex0+light.8_light.fragment
Link program program.skin_tex0.8_light
Attaching shaders
Linking program
Validating program
 

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Incidentally.  This happens on two of my Macs. On the third, the program just lags like crazy and the graphics never redraw. 


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hi


 


Any update on this?  It's still not working on all three of my Macs. Two crash instantly and the third works with shading on but is so slow as regards frame rate as to be unusable.


 


Best regards


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Incidentally  the test client seem to work OK on the Mac which GLSL partially works on.


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I'm on a Macbook Pro and cannot use the GLSL Shader Support because when I do, I can hardly walk. So therefore I can't see the fun rares, NOR the damn water. I live on the coast and it looks terrible. IDK why there was this change made to the GLSL shader support, not the recent one but the one months ago. I used to be able to see water fine and run the game with this feature on.


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I use a Macbook Pro and a Macbook Air and I cannot use the GLSL Shader Support because when I do, I can hardly walk. So therefore I can't see the fun rares, NOR the damn water. I live on the coast and it looks terrible. IDK why there was this change made to the GLSL shader support, not the recent one but the one months ago. I used to be able to see water fine and run the game with this feature on.


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Hi,  I tried more tests.  The client is no longer crashing for me with GLSL shaders on.  Instead it just hangs whilst rendering the screen the first time.  This happens on both my iMac & MacBook Pro - with both the normal and unstable build.


 


Interestingly I tried the test server version with GLSL shaders on. That actually worked fine. I ran around for 30 mins or so with no issues.  Hope this helps us get to a fix, I'd really love to see the lands as there were intended to be seen.


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Sorry for the double post earlier, don't know how I did that. And no Macs work now with GLSL shader support on. What irks me is they USED TO, before some update that changed nothing else as far as I saw at the time.


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Actually some Macs do.  Well at least one I know of. A couple of mine both work with GLSL shaders on when on the Test server, bot not on the live server.  It's certainly a fixable issue. Just need someone to start looking at it again.


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Still the same with the latest release client (3.60).  With GLSL shaders on the client just crawls to a halt and is completely unusable. The  test client on the test server works fine with no issues when GLSL shaders are on. So it should be fixable.


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Slightly better with the new 3.70 client.  I can actually move around a bit with GLSL shaders on. This lasts for 20 mins or so before freezing up. Test client still works Ok.


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with client 3.73 still no joy with GLSL shaders on. Client is nearly totally unresponsive.


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I had no issues with GLSL shaders earlier, but now again same as Deri, the client is unresponsive :(


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I have had issues with GLSL shaders on my mac since it was added to the game in the 1.1 update (i think it was that update) Every now and then i check to see if it works with no luck so far. I get extreme lag to the point where my fps goes to 0 and i get the same unresponsiveness that DeriJay gets. If I look out to the water or towards nature it is fine, but once i turn towards any developed area the game lags. I almost feel like its going to crash but it doesn't. It is just stuck at 0 fps and I can't move or do anything. I can't even open the settings or quit.


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Any updates on this? Even a "hey, we still don't know what is causing this but will continue to work on it x would be nice. Thank you.

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Latest tests  I've done.   MacBookPro  - lags likes crazy.  iMac no. 1 -  Lags like crazy.  iMac No.2 - Works for 15-20 mins then lags like crazy.  


 


Can't try the test server right now as the update is failing.


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I think I posted this before, GLSL shaders are working on our two iMacs for some time. So far we haven't had those performance issues.


 


It did used to crash the game periodically especially when riding horses, but that was fixed in a patch maybe 6-12 months ago (it was mentioned in the patch notes that GLSL was fixed for mac).


 


Is it worth changing all other settings to very simple and testing it then? Maybe you can find a combination that runs.


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