LIBGL: Initialising gl4es LIBGL: v1.0.5 built on Feb 19 2018 00:48:21 LIBGL: Using GLES 2.0 backend LIBGL: OGLES2 Library and Interface open successfuly LIBGL: Hardware test disabled, nothing activated... init_matrix(0x6b027b70) LIBGL: Targeting OpenGL 2.0 LIBGL: Current folder is:NO NAME:aa glMatrixMode(GL_PROJECTION), list=0x0 glMatrixMode(GL_MODELVIEW), list=0x0 glTranslatef(0.000000, 0.000000, -1.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000...) glRotatef(60.000000, 1.000000, 0.000000, 0.000000), list=0x0 glMultMatrix(1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.500000, 0.866025...), list=0x0 => (1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.500000, 0.866025...) glRotatef(-20.000000, 0.000000, 0.000000, 1.000000), list=0x0 glMultMatrix(0.939693, -0.342020, 0.000000, 0.000000, 0.342020, 0.939693, 0.000000...), list=0x0 => (0.939693, -0.171010, -0.296198, 0.000000, 0.342020, 0.469846, 0.813798...) glPushMatrix(), list=0x0 glRotatef(0.000000, 1.000000, 0.000000, 0.000000), list=0x0 fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6b02af28) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, 0x6b02af18), program=0 glCreateShader(GL_VERTEX_SHADER) glShaderSource(256, 1, 0x6ae1c06c, 0x0) Shader source// FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000000, point=0 varying vec4 Color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; Color = gl_Color; // texturing } : (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; uniform highp mat4 _gl4es_ModelViewProjectionMatrix; attribute highp vec4 _gl4es_Vertex; attribute lowp vec4 _gl4es_Color; // FPE_Shader generated // ** Vertex Shader ** // ligthting=0 (twosided=0, separate=0, color_material=0) // secondary=0, planes=000000 // texture=00000000, point=0 varying vec4 Color; void main() { gl_Position = _gl4es_ModelViewProjectionMatrix * _gl4es_Vertex; Color = _gl4es_Color; // texturing } glCompileShader(256) glGetShaderiv(256, 0x8B81, 0x6b070564) glCreateShader(GL_FRAGMENT_SHADER) glShaderSource(257, 1, 0x6ae1c06c, 0x0) Shader source// FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000000, texformat=00000000 point=0 varying vec4 Color; void main() { vec4 fColor = Color; gl_FragColor = fColor; }: (FPEShader generated) New Shader source: #version 100 precision mediump float; precision mediump int; // FPE_Shader generated // ** Fragment Shader ** // lighting=0, alpha=0, secondary=0, planes=000000, texture=00000000, texformat=00000000 point=0 varying vec4 Color; void main() { vec4 fColor = Color; gl_FragColor = fColor; } glCompileShader(257) glGetShaderiv(257, 0x8B81, 0x6b070564) glCreateProgram() glAttachShader(256, 256) glAttachShader(256, 257) glLinkProgram(256) link status = 1 uniform #0 : "_gl4es_ModelViewProjectionMatrix" (builtin) type=GL_FLOAT_MAT4 size=1 attrib #0 : _gl4es_Vertex (builtin) type=GL_FLOAT_VEC4 size=1 attrib #1 : _gl4es_Color (builtin) type=GL_FLOAT_VEC4 size=1 glGetProgramiv(256, GL_LINK_STATUS, 0x6b070564) creating FPE shader : 256(0x67279770) Use FPE program 256 GoUniformMatrix4fv(0x67279770[256], 0, 1, 0, 0x6b0285a4) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) GoUniformMatrix4fv(0x67279770[256], -1, 1, 1, 0x6b0285a4) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) VertexAttribArray[0]:Enable glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6b02af28) glVertexAttrib4fv(1, 0x6b029664) => (1.000000, 0.000000, 0.000000, 1.000000) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6727a050) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, 0x67279f28), program=0 GoUniformMatrix4fv(0x67279770[256], 0, 1, 0, 0x6b0285a4) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) GoUniformMatrix4fv(0x67279770[256], -1, 1, 1, 0x6b0285a4) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6727a050) glVertexAttrib4fv(1, 0x6b029664) => (0.000000, 1.000000, 0.000000, 1.000000) fpe_glEnableClientState(GL_VERTEX_ARRAY) fpe_glVertexPointer(4, GL_FLOAT, 0, 0x6b02af18) fpe_glDisableClientState(GL_NORMAL_ARRAY) fpe_glDisableClientState(GL_COLOR_ARRAY) fpe_glDisableClientState(GL_SECONDARY_COLOR_ARRAY) fpe_glDisableClientState(GL_FOG_COORD_ARRAY) fpe_glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, 0x67279f28), program=0 GoUniformMatrix4fv(0x67279770[256], 0, 1, 0, 0x6b0285a4) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) GoUniformMatrix4fv(0x67279770[256], -1, 1, 1, 0x6b0285a4) p=>(0.939693, -0.171010, -0.296198, 0.000000, 0.342020...) glVertexAttribPointer(0, 4, GL_FLOAT, 0, 0, 0x6b02af18) glVertexAttrib4fv(1, 0x6b029664) => (0.000000, 0.000000, 1.000000, 1.000000) LIBGL: OGLES2 Library and Interface closed