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@Subv
Created December 8, 2014 02:52
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GLIntercept Citra GTX 860m
===============================================================================
GLIntercept version 1.31 Log generated on: Sun Dec 07 21:42:02 2014
===============================================================================
wglGetCurrentContext()=0000000000000000
wglGetCurrentDC()=0000000000000000
wglGetCurrentContext()=0000000000000000
wglChoosePixelFormat(0000000076010B40,0000006CC249EB20)=1
wglSetPixelFormat(0000000076010B40,1,0000006CC249EB20)=true
wglCreateContext(0000000076010B40)=0000000000010000
wglMakeCurrent(0000000076010B40,0000000000010000)=true
glGetString(GL_VENDOR)="NVIDIA Corporation"
glGetString(GL_RENDERER)="GeForce GTX 860M/PCIe/SSE..."
glGetString(GL_EXTENSIONS)="GL_AMD_multi_draw_indirec..."
glGetString(GL_VERSION)="4.4.0 NVIDIA 344.75"
glGetIntegerv(GL_CONTEXT_FLAGS,0000006CC249EB60)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK,0000006CC249EB60)
wglGetProcAddress("wglGetPixelFormatAttribiv...")=0000000180033B80
wglGetProcAddress("wglChoosePixelFormatARB")=0000000180033C13
wglGetProcAddress("wglCreateContextAttribsAR...")=000000018007BEC0
wglGetProcAddress("wglSwapIntervalEXT")=0000000180033CA6
wglGetProcAddress("wglGetSwapIntervalEXT")=0000000180033D39
wglMakeCurrent(0000000000000000,0000000000000000)=true
wglDeleteContext(0000000000010000)=true
glGetIntegerv(GL_DEPTH_BITS,0000006CC249EB98)
wglChoosePixelFormatARB(0000000076010B40,0000006CC249EA00,0000000000000000,1,0000006CC249E92C,0000006CC249E93C)=true
wglGetPixelFormatAttribivARB(0000000076010B40,10,0,14,0000006CC249E950,0000006CC249EA00)=true
wglSetPixelFormat(0000000076010B40,10,0000006CC2623CC0)=true
wglCreateContextAttribsARB(0000000076010B40,0000000000000000,0000006CC249EA80)=0000000000020000
wglMakeCurrent(0000000076010B40,0000000000020000)=true
glGetString(GL_VERSION)="3.2.0 NVIDIA 344.75"
glGetIntegerv(GL_CONTEXT_FLAGS,0000006CC249EA70)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK,0000006CC249EA70)
wglGetSwapIntervalEXT()=1
wglMakeCurrent(0000000000000000,0000000000000000)=true
wglSetPixelFormat(FFFFFFFF9B012163,10,0000006CC2623CC0)=true
wglMakeCurrent(FFFFFFFF9B012163,0000000000020000)=true
glGetString(GL_RENDERER)="GeForce GTX 860M/PCIe/SSE..."
wglGetProcAddress("glGetIntegerv")=000000018000E030
wglGetProcAddress("glGetStringi")=0000000180033DCC
glGetIntegerv(GL_NUM_EXTENSIONS,0000006CC24994C4)
glGetStringi(GL_EXTENSIONS,0)="GL_AMD_multi_draw_indirec..."
glGetStringi(GL_EXTENSIONS,1)="GL_AMD_seamless_cubemap_p..."
glGetStringi(GL_EXTENSIONS,2)="GL_ARB_arrays_of_arrays"
glGetStringi(GL_EXTENSIONS,3)="GL_ARB_base_instance"
glGetStringi(GL_EXTENSIONS,4)="GL_ARB_bindless_texture"
glGetStringi(GL_EXTENSIONS,5)="GL_ARB_blend_func_extende..."
glGetStringi(GL_EXTENSIONS,6)="GL_ARB_buffer_storage"
glGetStringi(GL_EXTENSIONS,7)="GL_ARB_clear_buffer_objec..."
glGetStringi(GL_EXTENSIONS,8)="GL_ARB_clear_texture"
glGetStringi(GL_EXTENSIONS,9)="GL_ARB_color_buffer_float"
glGetStringi(GL_EXTENSIONS,10)="GL_ARB_compressed_texture..."
glGetStringi(GL_EXTENSIONS,11)="GL_ARB_conservative_depth"
glGetStringi(GL_EXTENSIONS,12)="GL_ARB_compute_shader"
glGetStringi(GL_EXTENSIONS,13)="GL_ARB_compute_variable_g..."
glGetStringi(GL_EXTENSIONS,14)="GL_ARB_copy_buffer"
glGetStringi(GL_EXTENSIONS,15)="GL_ARB_copy_image"
glGetStringi(GL_EXTENSIONS,16)="GL_ARB_debug_output"
glGetStringi(GL_EXTENSIONS,17)="GL_ARB_depth_buffer_float"
glGetStringi(GL_EXTENSIONS,18)="GL_ARB_depth_clamp"
glGetStringi(GL_EXTENSIONS,19)="GL_ARB_depth_texture"
glGetStringi(GL_EXTENSIONS,20)="GL_ARB_draw_buffers"
glGetStringi(GL_EXTENSIONS,21)="GL_ARB_draw_buffers_blend"
glGetStringi(GL_EXTENSIONS,22)="GL_ARB_draw_indirect"
glGetStringi(GL_EXTENSIONS,23)="GL_ARB_draw_elements_base..."
glGetStringi(GL_EXTENSIONS,24)="GL_ARB_draw_instanced"
glGetStringi(GL_EXTENSIONS,25)="GL_ARB_enhanced_layouts"
glGetStringi(GL_EXTENSIONS,26)="GL_ARB_ES2_compatibility"
glGetStringi(GL_EXTENSIONS,27)="GL_ARB_ES3_compatibility"
glGetStringi(GL_EXTENSIONS,28)="GL_ARB_ES3_1_compatibilit..."
glGetStringi(GL_EXTENSIONS,29)="GL_ARB_explicit_attrib_lo..."
glGetStringi(GL_EXTENSIONS,30)="GL_ARB_explicit_uniform_l..."
glGetStringi(GL_EXTENSIONS,31)="GL_ARB_fragment_coord_con..."
glGetStringi(GL_EXTENSIONS,32)="GL_ARB_fragment_layer_vie..."
glGetStringi(GL_EXTENSIONS,33)="GL_ARB_fragment_program"
glGetStringi(GL_EXTENSIONS,34)="GL_ARB_fragment_program_s..."
glGetStringi(GL_EXTENSIONS,35)="GL_ARB_fragment_shader"
glGetStringi(GL_EXTENSIONS,36)="GL_ARB_framebuffer_no_att..."
glGetStringi(GL_EXTENSIONS,37)="GL_ARB_framebuffer_object"
glGetStringi(GL_EXTENSIONS,38)="GL_ARB_framebuffer_sRGB"
glGetStringi(GL_EXTENSIONS,39)="GL_ARB_geometry_shader4"
glGetStringi(GL_EXTENSIONS,40)="GL_ARB_get_program_binary"
glGetStringi(GL_EXTENSIONS,41)="GL_ARB_gpu_shader5"
glGetStringi(GL_EXTENSIONS,42)="GL_ARB_gpu_shader_fp64"
glGetStringi(GL_EXTENSIONS,43)="GL_ARB_half_float_pixel"
glGetStringi(GL_EXTENSIONS,44)="GL_ARB_half_float_vertex"
glGetStringi(GL_EXTENSIONS,45)="GL_ARB_imaging"
glGetStringi(GL_EXTENSIONS,46)="GL_ARB_indirect_parameter..."
glGetStringi(GL_EXTENSIONS,47)="GL_ARB_instanced_arrays"
glGetStringi(GL_EXTENSIONS,48)="GL_ARB_internalformat_que..."
glGetStringi(GL_EXTENSIONS,49)="GL_ARB_internalformat_que..."
glGetStringi(GL_EXTENSIONS,50)="GL_ARB_invalidate_subdata"
glGetStringi(GL_EXTENSIONS,51)="GL_ARB_map_buffer_alignme..."
glGetStringi(GL_EXTENSIONS,52)="GL_ARB_map_buffer_range"
glGetStringi(GL_EXTENSIONS,53)="GL_ARB_multi_bind"
glGetStringi(GL_EXTENSIONS,54)="GL_ARB_multi_draw_indirec..."
glGetStringi(GL_EXTENSIONS,55)="GL_ARB_multisample"
glGetStringi(GL_EXTENSIONS,56)="GL_ARB_multitexture"
glGetStringi(GL_EXTENSIONS,57)="GL_ARB_occlusion_query"
glGetStringi(GL_EXTENSIONS,58)="GL_ARB_occlusion_query2"
glGetStringi(GL_EXTENSIONS,59)="GL_ARB_pixel_buffer_objec..."
glGetStringi(GL_EXTENSIONS,60)="GL_ARB_point_parameters"
glGetStringi(GL_EXTENSIONS,61)="GL_ARB_point_sprite"
glGetStringi(GL_EXTENSIONS,62)="GL_ARB_program_interface_..."
glGetStringi(GL_EXTENSIONS,63)="GL_ARB_provoking_vertex"
glGetStringi(GL_EXTENSIONS,64)="GL_ARB_robust_buffer_acce..."
glGetStringi(GL_EXTENSIONS,65)="GL_ARB_robustness"
glGetStringi(GL_EXTENSIONS,66)="GL_ARB_sample_shading"
glGetStringi(GL_EXTENSIONS,67)="GL_ARB_sampler_objects"
glGetStringi(GL_EXTENSIONS,68)="GL_ARB_seamless_cube_map"
glGetStringi(GL_EXTENSIONS,69)="GL_ARB_seamless_cubemap_p..."
glGetStringi(GL_EXTENSIONS,70)="GL_ARB_separate_shader_ob..."
glGetStringi(GL_EXTENSIONS,71)="GL_ARB_shader_atomic_coun..."
glGetStringi(GL_EXTENSIONS,72)="GL_ARB_shader_bit_encodin..."
glGetStringi(GL_EXTENSIONS,73)="GL_ARB_shader_draw_parame..."
glGetStringi(GL_EXTENSIONS,74)="GL_ARB_shader_group_vote"
glGetStringi(GL_EXTENSIONS,75)="GL_ARB_shader_image_load_..."
glGetStringi(GL_EXTENSIONS,76)="GL_ARB_shader_image_size"
glGetStringi(GL_EXTENSIONS,77)="GL_ARB_shader_objects"
glGetStringi(GL_EXTENSIONS,78)="GL_ARB_shader_precision"
glGetStringi(GL_EXTENSIONS,79)="GL_ARB_query_buffer_objec..."
glGetStringi(GL_EXTENSIONS,80)="GL_ARB_shader_storage_buf..."
glGetStringi(GL_EXTENSIONS,81)="GL_ARB_shader_subroutine"
glGetStringi(GL_EXTENSIONS,82)="GL_ARB_shader_texture_lod"
glGetStringi(GL_EXTENSIONS,83)="GL_ARB_shading_language_1..."
glGetStringi(GL_EXTENSIONS,84)="GL_ARB_shading_language_4..."
glGetStringi(GL_EXTENSIONS,85)="GL_ARB_shading_language_i..."
glGetStringi(GL_EXTENSIONS,86)="GL_ARB_shading_language_p..."
glGetStringi(GL_EXTENSIONS,87)="GL_ARB_shadow"
glGetStringi(GL_EXTENSIONS,88)="GL_ARB_sparse_texture"
glGetStringi(GL_EXTENSIONS,89)="GL_ARB_stencil_texturing"
glGetStringi(GL_EXTENSIONS,90)="GL_ARB_sync"
glGetStringi(GL_EXTENSIONS,91)="GL_ARB_tessellation_shade..."
glGetStringi(GL_EXTENSIONS,92)="GL_ARB_texture_border_cla..."
glGetStringi(GL_EXTENSIONS,93)="GL_ARB_texture_buffer_obj..."
glGetStringi(GL_EXTENSIONS,94)="GL_ARB_texture_buffer_obj..."
glGetStringi(GL_EXTENSIONS,95)="GL_ARB_texture_buffer_ran..."
glGetStringi(GL_EXTENSIONS,96)="GL_ARB_texture_compressio..."
glGetStringi(GL_EXTENSIONS,97)="GL_ARB_texture_compressio..."
glGetStringi(GL_EXTENSIONS,98)="GL_ARB_texture_compressio..."
glGetStringi(GL_EXTENSIONS,99)="GL_ARB_texture_cube_map"
glGetStringi(GL_EXTENSIONS,100)="GL_ARB_texture_cube_map_a..."
glGetStringi(GL_EXTENSIONS,101)="GL_ARB_texture_env_add"
glGetStringi(GL_EXTENSIONS,102)="GL_ARB_texture_env_combin..."
glGetStringi(GL_EXTENSIONS,103)="GL_ARB_texture_env_crossb..."
glGetStringi(GL_EXTENSIONS,104)="GL_ARB_texture_env_dot3"
glGetStringi(GL_EXTENSIONS,105)="GL_ARB_texture_float"
glGetStringi(GL_EXTENSIONS,106)="GL_ARB_texture_gather"
glGetStringi(GL_EXTENSIONS,107)="GL_ARB_texture_mirror_cla..."
glGetStringi(GL_EXTENSIONS,108)="GL_ARB_texture_mirrored_r..."
glGetStringi(GL_EXTENSIONS,109)="GL_ARB_texture_multisampl..."
glGetStringi(GL_EXTENSIONS,110)="GL_ARB_texture_non_power_..."
glGetStringi(GL_EXTENSIONS,111)="GL_ARB_texture_query_leve..."
glGetStringi(GL_EXTENSIONS,112)="GL_ARB_texture_query_lod"
glGetStringi(GL_EXTENSIONS,113)="GL_ARB_texture_rectangle"
glGetStringi(GL_EXTENSIONS,114)="GL_ARB_texture_rg"
glGetStringi(GL_EXTENSIONS,115)="GL_ARB_texture_rgb10_a2ui"
glGetStringi(GL_EXTENSIONS,116)="GL_ARB_texture_stencil8"
glGetStringi(GL_EXTENSIONS,117)="GL_ARB_texture_storage"
glGetStringi(GL_EXTENSIONS,118)="GL_ARB_texture_storage_mu..."
glGetStringi(GL_EXTENSIONS,119)="GL_ARB_texture_swizzle"
glGetStringi(GL_EXTENSIONS,120)="GL_ARB_texture_view"
glGetStringi(GL_EXTENSIONS,121)="GL_ARB_timer_query"
glGetStringi(GL_EXTENSIONS,122)="GL_ARB_transform_feedback..."
glGetStringi(GL_EXTENSIONS,123)="GL_ARB_transform_feedback..."
glGetStringi(GL_EXTENSIONS,124)="GL_ARB_transform_feedback..."
glGetStringi(GL_EXTENSIONS,125)="GL_ARB_transpose_matrix"
glGetStringi(GL_EXTENSIONS,126)="GL_ARB_uniform_buffer_obj..."
glGetStringi(GL_EXTENSIONS,127)="GL_ARB_vertex_array_bgra"
glGetStringi(GL_EXTENSIONS,128)="GL_ARB_vertex_array_objec..."
glGetStringi(GL_EXTENSIONS,129)="GL_ARB_vertex_attrib_64bi..."
glGetStringi(GL_EXTENSIONS,130)="GL_ARB_vertex_attrib_bind..."
glGetStringi(GL_EXTENSIONS,131)="GL_ARB_vertex_buffer_obje..."
glGetStringi(GL_EXTENSIONS,132)="GL_ARB_vertex_program"
glGetStringi(GL_EXTENSIONS,133)="GL_ARB_vertex_shader"
glGetStringi(GL_EXTENSIONS,134)="GL_ARB_vertex_type_10f_11..."
glGetStringi(GL_EXTENSIONS,135)="GL_ARB_vertex_type_2_10_1..."
glGetStringi(GL_EXTENSIONS,136)="GL_ARB_viewport_array"
glGetStringi(GL_EXTENSIONS,137)="GL_ARB_window_pos"
glGetStringi(GL_EXTENSIONS,138)="GL_ATI_draw_buffers"
glGetStringi(GL_EXTENSIONS,139)="GL_ATI_texture_float"
glGetStringi(GL_EXTENSIONS,140)="GL_ATI_texture_mirror_onc..."
glGetStringi(GL_EXTENSIONS,141)="GL_S3_s3tc"
glGetStringi(GL_EXTENSIONS,142)="GL_EXT_texture_env_add"
glGetStringi(GL_EXTENSIONS,143)="GL_EXT_abgr"
glGetStringi(GL_EXTENSIONS,144)="GL_EXT_bgra"
glGetStringi(GL_EXTENSIONS,145)="GL_EXT_bindable_uniform"
glGetStringi(GL_EXTENSIONS,146)="GL_EXT_blend_color"
glGetStringi(GL_EXTENSIONS,147)="GL_EXT_blend_equation_sep..."
glGetStringi(GL_EXTENSIONS,148)="GL_EXT_blend_func_separat..."
glGetStringi(GL_EXTENSIONS,149)="GL_EXT_blend_minmax"
glGetStringi(GL_EXTENSIONS,150)="GL_EXT_blend_subtract"
glGetStringi(GL_EXTENSIONS,151)="GL_EXT_compiled_vertex_ar..."
glGetStringi(GL_EXTENSIONS,152)="GL_EXT_Cg_shader"
glGetStringi(GL_EXTENSIONS,153)="GL_EXT_depth_bounds_test"
glGetStringi(GL_EXTENSIONS,154)="GL_EXT_direct_state_acces..."
glGetStringi(GL_EXTENSIONS,155)="GL_EXT_draw_buffers2"
glGetStringi(GL_EXTENSIONS,156)="GL_EXT_draw_instanced"
glGetStringi(GL_EXTENSIONS,157)="GL_EXT_draw_range_element..."
glGetStringi(GL_EXTENSIONS,158)="GL_EXT_fog_coord"
glGetStringi(GL_EXTENSIONS,159)="GL_EXT_framebuffer_blit"
glGetStringi(GL_EXTENSIONS,160)="GL_EXT_framebuffer_multis..."
glGetStringi(GL_EXTENSIONS,161)="GL_EXTX_framebuffer_mixed..."
glGetStringi(GL_EXTENSIONS,162)="GL_EXT_framebuffer_multis..."
glGetStringi(GL_EXTENSIONS,163)="GL_EXT_framebuffer_object"
glGetStringi(GL_EXTENSIONS,164)="GL_EXT_framebuffer_sRGB"
glGetStringi(GL_EXTENSIONS,165)="GL_EXT_geometry_shader4"
glGetStringi(GL_EXTENSIONS,166)="GL_EXT_gpu_program_parame..."
glGetStringi(GL_EXTENSIONS,167)="GL_EXT_gpu_shader4"
glGetStringi(GL_EXTENSIONS,168)="GL_EXT_multi_draw_arrays"
glGetStringi(GL_EXTENSIONS,169)="GL_EXT_packed_depth_stenc..."
glGetStringi(GL_EXTENSIONS,170)="GL_EXT_packed_float"
glGetStringi(GL_EXTENSIONS,171)="GL_EXT_packed_pixels"
glGetStringi(GL_EXTENSIONS,172)="GL_EXT_pixel_buffer_objec..."
glGetStringi(GL_EXTENSIONS,173)="GL_EXT_point_parameters"
glGetStringi(GL_EXTENSIONS,174)="GL_EXT_provoking_vertex"
glGetStringi(GL_EXTENSIONS,175)="GL_EXT_rescale_normal"
glGetStringi(GL_EXTENSIONS,176)="GL_EXT_secondary_color"
glGetStringi(GL_EXTENSIONS,177)="GL_EXT_separate_shader_ob..."
glGetStringi(GL_EXTENSIONS,178)="GL_EXT_separate_specular_..."
glGetStringi(GL_EXTENSIONS,179)="GL_EXT_shader_image_load_..."
glGetStringi(GL_EXTENSIONS,180)="GL_EXT_shader_image_load_..."
glGetStringi(GL_EXTENSIONS,181)="GL_EXT_shader_integer_mix"
glGetStringi(GL_EXTENSIONS,182)="GL_EXT_shadow_funcs"
glGetStringi(GL_EXTENSIONS,183)="GL_EXT_stencil_two_side"
glGetStringi(GL_EXTENSIONS,184)="GL_EXT_stencil_wrap"
glGetStringi(GL_EXTENSIONS,185)="GL_EXT_texture3D"
glGetStringi(GL_EXTENSIONS,186)="GL_EXT_texture_array"
glGetStringi(GL_EXTENSIONS,187)="GL_EXT_texture_buffer_obj..."
glGetStringi(GL_EXTENSIONS,188)="GL_EXT_texture_compressio..."
glGetStringi(GL_EXTENSIONS,189)="GL_EXT_texture_compressio..."
glGetStringi(GL_EXTENSIONS,190)="GL_EXT_texture_compressio..."
glGetStringi(GL_EXTENSIONS,191)="GL_EXT_texture_compressio..."
glGetStringi(GL_EXTENSIONS,192)="GL_EXT_texture_cube_map"
glGetStringi(GL_EXTENSIONS,193)="GL_EXT_texture_edge_clamp"
glGetStringi(GL_EXTENSIONS,194)="GL_EXT_texture_env_combin..."
glGetStringi(GL_EXTENSIONS,195)="GL_EXT_texture_env_dot3"
glGetStringi(GL_EXTENSIONS,196)="GL_EXT_texture_filter_ani..."
glGetStringi(GL_EXTENSIONS,197)="GL_EXT_texture_integer"
glGetStringi(GL_EXTENSIONS,198)="GL_EXT_texture_lod"
glGetStringi(GL_EXTENSIONS,199)="GL_EXT_texture_lod_bias"
glGetStringi(GL_EXTENSIONS,200)="GL_EXT_texture_mirror_cla..."
glGetStringi(GL_EXTENSIONS,201)="GL_EXT_texture_object"
glGetStringi(GL_EXTENSIONS,202)="GL_EXT_texture_shared_exp..."
glGetStringi(GL_EXTENSIONS,203)="GL_EXT_texture_sRGB"
glGetStringi(GL_EXTENSIONS,204)="GL_EXT_texture_sRGB_decod..."
glGetStringi(GL_EXTENSIONS,205)="GL_EXT_texture_storage"
glGetStringi(GL_EXTENSIONS,206)="GL_EXT_texture_swizzle"
glGetStringi(GL_EXTENSIONS,207)="GL_EXT_timer_query"
glGetStringi(GL_EXTENSIONS,208)="GL_EXT_transform_feedback..."
glGetStringi(GL_EXTENSIONS,209)="GL_EXT_vertex_array"
glGetStringi(GL_EXTENSIONS,210)="GL_EXT_vertex_array_bgra"
glGetStringi(GL_EXTENSIONS,211)="GL_EXT_vertex_attrib_64bi..."
glGetStringi(GL_EXTENSIONS,212)="GL_EXT_import_sync_object"
glGetStringi(GL_EXTENSIONS,213)="GL_IBM_rasterpos_clip"
glGetStringi(GL_EXTENSIONS,214)="GL_IBM_texture_mirrored_r..."
glGetStringi(GL_EXTENSIONS,215)="GL_KHR_debug"
glGetStringi(GL_EXTENSIONS,216)="GL_KTX_buffer_region"
glGetStringi(GL_EXTENSIONS,217)="GL_NV_bindless_multi_draw..."
glGetStringi(GL_EXTENSIONS,218)="GL_NV_bindless_multi_draw..."
glGetStringi(GL_EXTENSIONS,219)="GL_NV_bindless_texture"
glGetStringi(GL_EXTENSIONS,220)="GL_NV_blend_equation_adva..."
glGetStringi(GL_EXTENSIONS,221)="GL_NV_blend_equation_adva..."
glGetStringi(GL_EXTENSIONS,222)="GL_NV_blend_square"
glGetStringi(GL_EXTENSIONS,223)="GL_NV_compute_program5"
glGetStringi(GL_EXTENSIONS,224)="GL_NV_conditional_render"
glGetStringi(GL_EXTENSIONS,225)="GL_NV_copy_depth_to_color"
glGetStringi(GL_EXTENSIONS,226)="GL_NV_copy_image"
glGetStringi(GL_EXTENSIONS,227)="GL_NV_depth_buffer_float"
glGetStringi(GL_EXTENSIONS,228)="GL_NV_depth_clamp"
glGetStringi(GL_EXTENSIONS,229)="GL_NV_draw_texture"
glGetStringi(GL_EXTENSIONS,230)="GL_NV_ES1_1_compatibility"
glGetStringi(GL_EXTENSIONS,231)="GL_NV_ES3_1_compatibility"
glGetStringi(GL_EXTENSIONS,232)="GL_NV_explicit_multisampl..."
glGetStringi(GL_EXTENSIONS,233)="GL_NV_fence"
glGetStringi(GL_EXTENSIONS,234)="GL_NV_float_buffer"
glGetStringi(GL_EXTENSIONS,235)="GL_NV_fog_distance"
glGetStringi(GL_EXTENSIONS,236)="GL_NV_fragment_program"
glGetStringi(GL_EXTENSIONS,237)="GL_NV_fragment_program_op..."
glGetStringi(GL_EXTENSIONS,238)="GL_NV_fragment_program2"
glGetStringi(GL_EXTENSIONS,239)="GL_NV_framebuffer_multisa..."
glGetStringi(GL_EXTENSIONS,240)="GL_NV_geometry_shader4"
glGetStringi(GL_EXTENSIONS,241)="GL_NV_gpu_program4"
glGetStringi(GL_EXTENSIONS,242)="GL_NV_gpu_program4_1"
glGetStringi(GL_EXTENSIONS,243)="GL_NV_gpu_program5"
glGetStringi(GL_EXTENSIONS,244)="GL_NV_gpu_program5_mem_ex..."
glGetStringi(GL_EXTENSIONS,245)="GL_NV_gpu_program_fp64"
glGetStringi(GL_EXTENSIONS,246)="GL_NV_gpu_shader5"
glGetStringi(GL_EXTENSIONS,247)="GL_NV_half_float"
glGetStringi(GL_EXTENSIONS,248)="GL_NV_light_max_exponent"
glGetStringi(GL_EXTENSIONS,249)="GL_NV_multisample_coverag..."
glGetStringi(GL_EXTENSIONS,250)="GL_NV_multisample_filter_..."
glGetStringi(GL_EXTENSIONS,251)="GL_NV_occlusion_query"
glGetStringi(GL_EXTENSIONS,252)="GL_NV_packed_depth_stenci..."
glGetStringi(GL_EXTENSIONS,253)="GL_NV_parameter_buffer_ob..."
glGetStringi(GL_EXTENSIONS,254)="GL_NV_parameter_buffer_ob..."
glGetStringi(GL_EXTENSIONS,255)="GL_NV_path_rendering"
glGetStringi(GL_EXTENSIONS,256)="GL_NV_pixel_data_range"
glGetStringi(GL_EXTENSIONS,257)="GL_NV_point_sprite"
glGetStringi(GL_EXTENSIONS,258)="GL_NV_primitive_restart"
glGetStringi(GL_EXTENSIONS,259)="GL_NV_register_combiners"
glGetStringi(GL_EXTENSIONS,260)="GL_NV_register_combiners2"
glGetStringi(GL_EXTENSIONS,261)="GL_NV_shader_atomic_count..."
glGetStringi(GL_EXTENSIONS,262)="GL_NV_shader_atomic_float"
glGetStringi(GL_EXTENSIONS,263)="GL_NV_shader_atomic_int64"
glGetStringi(GL_EXTENSIONS,264)="GL_NV_shader_buffer_load"
glGetStringi(GL_EXTENSIONS,265)="GL_NV_shader_storage_buff..."
glGetStringi(GL_EXTENSIONS,266)="GL_NV_texgen_reflection"
glGetStringi(GL_EXTENSIONS,267)="GL_NV_texture_barrier"
glGetStringi(GL_EXTENSIONS,268)="GL_NV_texture_compression..."
glGetStringi(GL_EXTENSIONS,269)="GL_NV_texture_env_combine..."
glGetStringi(GL_EXTENSIONS,270)="GL_NV_texture_multisample"
glGetStringi(GL_EXTENSIONS,271)="GL_NV_texture_rectangle"
glGetStringi(GL_EXTENSIONS,272)="GL_NV_texture_shader"
glGetStringi(GL_EXTENSIONS,273)="GL_NV_texture_shader2"
glGetStringi(GL_EXTENSIONS,274)="GL_NV_texture_shader3"
glGetStringi(GL_EXTENSIONS,275)="GL_NV_transform_feedback"
glGetStringi(GL_EXTENSIONS,276)="GL_NV_transform_feedback2"
glGetStringi(GL_EXTENSIONS,277)="GL_NV_vertex_array_range"
glGetStringi(GL_EXTENSIONS,278)="GL_NV_vertex_array_range2"
glGetStringi(GL_EXTENSIONS,279)="GL_NV_vertex_attrib_integ..."
glGetStringi(GL_EXTENSIONS,280)="GL_NV_vertex_buffer_unifi..."
glGetStringi(GL_EXTENSIONS,281)="GL_NV_vertex_program"
glGetStringi(GL_EXTENSIONS,282)="GL_NV_vertex_program1_1"
glGetStringi(GL_EXTENSIONS,283)="GL_NV_vertex_program2"
glGetStringi(GL_EXTENSIONS,284)="GL_NV_vertex_program2_opt..."
glGetStringi(GL_EXTENSIONS,285)="GL_NV_vertex_program3"
glGetStringi(GL_EXTENSIONS,286)="GL_NVX_conditional_render"
glGetStringi(GL_EXTENSIONS,287)="GL_NVX_gpu_memory_info"
glGetStringi(GL_EXTENSIONS,288)="GL_NVX_nvenc_interop"
glGetStringi(GL_EXTENSIONS,289)="GL_NV_shader_thread_group"
glGetStringi(GL_EXTENSIONS,290)="GL_NV_shader_thread_shuff..."
glGetStringi(GL_EXTENSIONS,291)="GL_KHR_blend_equation_adv..."
glGetStringi(GL_EXTENSIONS,292)="GL_KHR_blend_equation_adv..."
glGetStringi(GL_EXTENSIONS,293)="GL_SGIS_generate_mipmap"
glGetStringi(GL_EXTENSIONS,294)="GL_SGIS_texture_lod"
glGetStringi(GL_EXTENSIONS,295)="GL_SGIX_depth_texture"
glGetStringi(GL_EXTENSIONS,296)="GL_SGIX_shadow"
glGetStringi(GL_EXTENSIONS,297)="GL_SUN_slice_accum"
glGetStringi(GL_EXTENSIONS,298)="GL_WIN_swap_hint"
glGetStringi(GL_EXTENSIONS,299)="WGL_EXT_swap_control"
wglGetProcAddress("glBlendFunc")=000000018000CEC0
wglGetProcAddress("glClear")=000000018000CBB0
wglGetProcAddress("glClearColor")=000000018000CA90
wglGetProcAddress("glClearDepth")=000000018000E420
wglGetProcAddress("glClearStencil")=00000001800189F0
wglGetProcAddress("glColorMask")=000000018000CCF0
wglGetProcAddress("glCullFace")=000000018000D020
wglGetProcAddress("glDepthFunc")=000000018000E4C0
wglGetProcAddress("glDepthMask")=000000018000E560
wglGetProcAddress("glDepthRange")=000000018000E600
wglGetProcAddress("glDisable")=000000018000DBA0
wglGetProcAddress("glDrawBuffer")=000000018000D9C0
wglGetProcAddress("glEnable")=000000018000DB00
wglGetProcAddress("glFinish")=000000018000C470
wglGetProcAddress("glFlush")=000000018000C4F0
wglGetProcAddress("glFrontFace")=000000018000D0C0
wglGetProcAddress("glGetBooleanv")=000000018000DE20
wglGetProcAddress("glGetDoublev")=000000018000DED0
wglGetProcAddress("glGetError")=000000018000C2C0
wglGetProcAddress("glGetFloatv")=000000018000DF80
wglGetProcAddress("glGetIntegerv")=000000018000E030
wglGetProcAddress("glGetString")=000000018000E2C0
wglGetProcAddress("glGetTexImage")=000000018001A270
wglGetProcAddress("glGetTexLevelParameterfv")=0000000180019D60
wglGetProcAddress("glGetTexLevelParameteriv")=0000000180019E60
wglGetProcAddress("glGetTexParameterfv")=0000000180019BA0
wglGetProcAddress("glGetTexParameteriv")=0000000180019C80
wglGetProcAddress("glHint")=000000018000E360
wglGetProcAddress("glIsEnabled")=000000018000DC40
wglGetProcAddress("glLineWidth")=000000018000D210
wglGetProcAddress("glLogicOp")=000000018000CF80
wglGetProcAddress("glPixelStoref")=0000000180017A90
wglGetProcAddress("glPixelStorei")=0000000180017B60
wglGetProcAddress("glPointSize")=000000018000D160
wglGetProcAddress("glPolygonMode")=000000018000D380
wglGetProcAddress("glReadBuffer")=000000018000DA60
wglGetProcAddress("glReadPixels")=00000001800183E0
wglGetProcAddress("glScissor")=000000018000D760
wglGetProcAddress("glStencilFunc")=0000000180018770
wglGetProcAddress("glStencilMask")=0000000180018860
wglGetProcAddress("glStencilOp")=0000000180018900
wglGetProcAddress("glTexImage1D")=0000000180019F60
wglGetProcAddress("glTexImage2D")=000000018001A0D0
wglGetProcAddress("glTexParameterf")=0000000180019800
wglGetProcAddress("glTexParameterfv")=00000001800199E0
wglGetProcAddress("glTexParameteri")=00000001800198F0
wglGetProcAddress("glTexParameteriv")=0000000180019AC0
wglGetProcAddress("glViewport")=000000018000EC10
wglGetProcAddress("glBindTexture")=000000018001A4E0
wglGetProcAddress("glCopyTexImage1D")=000000018001AAE0
wglGetProcAddress("glCopyTexImage2D")=000000018001AC40
wglGetProcAddress("glCopyTexSubImage1D")=000000018001ADC0
wglGetProcAddress("glCopyTexSubImage2D")=000000018001AF00
wglGetProcAddress("glDeleteTextures")=000000018001A430
wglGetProcAddress("glDrawArrays")=00000001800167E0
wglGetProcAddress("glDrawElements")=00000001800168D0
wglGetProcAddress("glGenTextures")=000000018001A380
wglGetProcAddress("glIsTexture")=000000018001A740
wglGetProcAddress("glPolygonOffset")=000000018000D440
wglGetProcAddress("glTexSubImage1D")=000000018001A7E0
wglGetProcAddress("glTexSubImage2D")=000000018001A940
wglGetProcAddress("glBlendColor")=0000000180033E5F
wglGetProcAddress("glBlendEquation")=0000000180033EF2
wglGetProcAddress("glCopyTexSubImage3D")=0000000180033F85
wglGetProcAddress("glDrawRangeElements")=0000000180034018
wglGetProcAddress("glTexImage3D")=00000001800340AB
wglGetProcAddress("glTexSubImage3D")=000000018003413E
wglGetProcAddress("glActiveTexture")=00000001800341D1
wglGetProcAddress("glCompressedTexImage1D")=0000000180034264
wglGetProcAddress("glCompressedTexImage2D")=00000001800342F7
wglGetProcAddress("glCompressedTexImage3D")=000000018003438A
wglGetProcAddress("glCompressedTexSubImage1D")=000000018003441D
wglGetProcAddress("glCompressedTexSubImage2D")=00000001800344B0
wglGetProcAddress("glCompressedTexSubImage3D")=0000000180034543
wglGetProcAddress("glGetCompressedTexImage")=00000001800345D6
wglGetProcAddress("glSampleCoverage")=0000000180034669
wglGetProcAddress("glBlendFuncSeparate")=00000001800346FC
wglGetProcAddress("glMultiDrawArrays")=000000018003478F
wglGetProcAddress("glMultiDrawElements")=0000000180034822
wglGetProcAddress("glPointParameterf")=00000001800348B5
wglGetProcAddress("glPointParameterfv")=0000000180034948
wglGetProcAddress("glPointParameteri")=00000001800349DB
wglGetProcAddress("glPointParameteriv")=0000000180034A6E
wglGetProcAddress("glBeginQuery")=0000000180034B01
wglGetProcAddress("glBindBuffer")=0000000180034B94
wglGetProcAddress("glBufferData")=0000000180034C27
wglGetProcAddress("glBufferSubData")=0000000180034CBA
wglGetProcAddress("glDeleteBuffers")=0000000180034D4D
wglGetProcAddress("glDeleteQueries")=0000000180034DE0
wglGetProcAddress("glEndQuery")=0000000180034E73
wglGetProcAddress("glGenBuffers")=0000000180034F06
wglGetProcAddress("glGenQueries")=0000000180034F99
wglGetProcAddress("glGetBufferParameteriv")=000000018003502C
wglGetProcAddress("glGetBufferPointerv")=00000001800350BF
wglGetProcAddress("glGetBufferSubData")=0000000180035152
wglGetProcAddress("glGetQueryObjectiv")=00000001800351E5
wglGetProcAddress("glGetQueryObjectuiv")=0000000180035278
wglGetProcAddress("glGetQueryiv")=000000018003530B
wglGetProcAddress("glIsBuffer")=000000018003539E
wglGetProcAddress("glIsQuery")=0000000180035431
wglGetProcAddress("glMapBuffer")=00000001800354C4
wglGetProcAddress("glUnmapBuffer")=0000000180035557
wglGetProcAddress("glAttachShader")=00000001800355EA
wglGetProcAddress("glBindAttribLocation")=000000018003567D
wglGetProcAddress("glBlendEquationSeparate")=0000000180035710
wglGetProcAddress("glCompileShader")=00000001800357A3
wglGetProcAddress("glCreateProgram")=0000000180035836
wglGetProcAddress("glCreateShader")=00000001800358C9
wglGetProcAddress("glDeleteProgram")=000000018003595C
wglGetProcAddress("glDeleteShader")=00000001800359EF
wglGetProcAddress("glDetachShader")=0000000180035A82
wglGetProcAddress("glDisableVertexAttribArra...")=0000000180035B15
wglGetProcAddress("glDrawBuffers")=0000000180035BA8
wglGetProcAddress("glEnableVertexAttribArray")=0000000180035C3B
wglGetProcAddress("glGetActiveAttrib")=0000000180035CCE
wglGetProcAddress("glGetActiveUniform")=0000000180035D61
wglGetProcAddress("glGetAttachedShaders")=0000000180035DF4
wglGetProcAddress("glGetAttribLocation")=0000000180035E87
wglGetProcAddress("glGetProgramInfoLog")=0000000180035F1A
wglGetProcAddress("glGetProgramiv")=0000000180035FAD
wglGetProcAddress("glGetShaderInfoLog")=0000000180036040
wglGetProcAddress("glGetShaderSource")=00000001800360D3
wglGetProcAddress("glGetShaderiv")=0000000180036166
wglGetProcAddress("glGetUniformLocation")=00000001800361F9
wglGetProcAddress("glGetUniformfv")=000000018003628C
wglGetProcAddress("glGetUniformiv")=000000018003631F
wglGetProcAddress("glGetVertexAttribPointerv")=00000001800363B2
wglGetProcAddress("glGetVertexAttribdv")=0000000180036445
wglGetProcAddress("glGetVertexAttribfv")=00000001800364D8
wglGetProcAddress("glGetVertexAttribiv")=000000018003656B
wglGetProcAddress("glIsProgram")=00000001800365FE
wglGetProcAddress("glIsShader")=0000000180036691
wglGetProcAddress("glLinkProgram")=0000000180036724
wglGetProcAddress("glShaderSource")=00000001800367B7
wglGetProcAddress("glStencilFuncSeparate")=000000018003684A
wglGetProcAddress("glStencilMaskSeparate")=00000001800368DD
wglGetProcAddress("glStencilOpSeparate")=0000000180036970
wglGetProcAddress("glUniform1f")=0000000180036A03
wglGetProcAddress("glUniform1fv")=0000000180036A96
wglGetProcAddress("glUniform1i")=0000000180036B29
wglGetProcAddress("glUniform1iv")=0000000180036BBC
wglGetProcAddress("glUniform2f")=0000000180036C4F
wglGetProcAddress("glUniform2fv")=0000000180036CE2
wglGetProcAddress("glUniform2i")=0000000180036D75
wglGetProcAddress("glUniform2iv")=0000000180036E08
wglGetProcAddress("glUniform3f")=0000000180036E9B
wglGetProcAddress("glUniform3fv")=0000000180036F2E
wglGetProcAddress("glUniform3i")=0000000180036FC1
wglGetProcAddress("glUniform3iv")=0000000180037054
wglGetProcAddress("glUniform4f")=00000001800370E7
wglGetProcAddress("glUniform4fv")=000000018003717A
wglGetProcAddress("glUniform4i")=000000018003720D
wglGetProcAddress("glUniform4iv")=00000001800372A0
wglGetProcAddress("glUniformMatrix2fv")=0000000180037333
wglGetProcAddress("glUniformMatrix3fv")=00000001800373C6
wglGetProcAddress("glUniformMatrix4fv")=0000000180037459
wglGetProcAddress("glUseProgram")=00000001800374EC
wglGetProcAddress("glValidateProgram")=000000018003757F
wglGetProcAddress("glVertexAttrib1d")=0000000180037612
wglGetProcAddress("glVertexAttrib1dv")=00000001800376A5
wglGetProcAddress("glVertexAttrib1f")=0000000180037738
wglGetProcAddress("glVertexAttrib1fv")=00000001800377CB
wglGetProcAddress("glVertexAttrib1s")=000000018003785E
wglGetProcAddress("glVertexAttrib1sv")=00000001800378F1
wglGetProcAddress("glVertexAttrib2d")=0000000180037984
wglGetProcAddress("glVertexAttrib2dv")=0000000180037A17
wglGetProcAddress("glVertexAttrib2f")=0000000180037AAA
wglGetProcAddress("glVertexAttrib2fv")=0000000180037B3D
wglGetProcAddress("glVertexAttrib2s")=0000000180037BD0
wglGetProcAddress("glVertexAttrib2sv")=0000000180037C63
wglGetProcAddress("glVertexAttrib3d")=0000000180037CF6
wglGetProcAddress("glVertexAttrib3dv")=0000000180037D89
wglGetProcAddress("glVertexAttrib3f")=0000000180037E1C
wglGetProcAddress("glVertexAttrib3fv")=0000000180037EAF
wglGetProcAddress("glVertexAttrib3s")=0000000180037F42
wglGetProcAddress("glVertexAttrib3sv")=0000000180037FD5
wglGetProcAddress("glVertexAttrib4Nbv")=0000000180038068
wglGetProcAddress("glVertexAttrib4Niv")=00000001800380FB
wglGetProcAddress("glVertexAttrib4Nsv")=000000018003818E
wglGetProcAddress("glVertexAttrib4Nub")=0000000180038221
wglGetProcAddress("glVertexAttrib4Nubv")=00000001800382B4
wglGetProcAddress("glVertexAttrib4Nuiv")=0000000180038347
wglGetProcAddress("glVertexAttrib4Nusv")=00000001800383DA
wglGetProcAddress("glVertexAttrib4bv")=000000018003846D
wglGetProcAddress("glVertexAttrib4d")=0000000180038500
wglGetProcAddress("glVertexAttrib4dv")=0000000180038593
wglGetProcAddress("glVertexAttrib4f")=0000000180038626
wglGetProcAddress("glVertexAttrib4fv")=00000001800386B9
wglGetProcAddress("glVertexAttrib4iv")=000000018003874C
wglGetProcAddress("glVertexAttrib4s")=00000001800387DF
wglGetProcAddress("glVertexAttrib4sv")=0000000180038872
wglGetProcAddress("glVertexAttrib4ubv")=0000000180038905
wglGetProcAddress("glVertexAttrib4uiv")=0000000180038998
wglGetProcAddress("glVertexAttrib4usv")=0000000180038A2B
wglGetProcAddress("glVertexAttribPointer")=0000000180038ABE
wglGetProcAddress("glUniformMatrix2x3fv")=0000000180038B51
wglGetProcAddress("glUniformMatrix2x4fv")=0000000180038BE4
wglGetProcAddress("glUniformMatrix3x2fv")=0000000180038C77
wglGetProcAddress("glUniformMatrix3x4fv")=0000000180038D0A
wglGetProcAddress("glUniformMatrix4x2fv")=0000000180038D9D
wglGetProcAddress("glUniformMatrix4x3fv")=0000000180038E30
wglGetProcAddress("glBeginConditionalRender")=0000000180038EC3
wglGetProcAddress("glBeginTransformFeedback")=0000000180038F56
wglGetProcAddress("glBindBufferBase")=0000000180038FE9
wglGetProcAddress("glBindBufferRange")=000000018003907C
wglGetProcAddress("glBindFragDataLocation")=000000018003910F
wglGetProcAddress("glBindFramebuffer")=00000001800391A2
wglGetProcAddress("glBindRenderbuffer")=0000000180039235
wglGetProcAddress("glBindVertexArray")=00000001800392C8
wglGetProcAddress("glBlitFramebuffer")=000000018003935B
wglGetProcAddress("glCheckFramebufferStatus")=00000001800393EE
wglGetProcAddress("glClampColor")=0000000180039481
wglGetProcAddress("glClearBufferfi")=0000000180039514
wglGetProcAddress("glClearBufferfv")=00000001800395A7
wglGetProcAddress("glClearBufferiv")=000000018003963A
wglGetProcAddress("glClearBufferuiv")=00000001800396CD
wglGetProcAddress("glColorMaski")=0000000180039760
wglGetProcAddress("glDeleteFramebuffers")=00000001800397F3
wglGetProcAddress("glDeleteRenderbuffers")=0000000180039886
wglGetProcAddress("glDeleteVertexArrays")=0000000180039919
wglGetProcAddress("glDisablei")=00000001800399AC
wglGetProcAddress("glEnablei")=0000000180039A3F
wglGetProcAddress("glEndConditionalRender")=0000000180039AD2
wglGetProcAddress("glEndTransformFeedback")=0000000180039B65
wglGetProcAddress("glFlushMappedBufferRange")=0000000180039BF8
wglGetProcAddress("glFramebufferRenderbuffer")=0000000180039C8B
wglGetProcAddress("glFramebufferTexture1D")=0000000180039D1E
wglGetProcAddress("glFramebufferTexture2D")=0000000180039DB1
wglGetProcAddress("glFramebufferTexture3D")=0000000180039E44
wglGetProcAddress("glFramebufferTextureLayer")=0000000180039ED7
wglGetProcAddress("glGenFramebuffers")=0000000180039F6A
wglGetProcAddress("glGenRenderbuffers")=0000000180039FFD
wglGetProcAddress("glGenVertexArrays")=000000018003A090
wglGetProcAddress("glGenerateMipmap")=000000018003A123
wglGetProcAddress("glGetBooleani_v")=000000018003A1B6
wglGetProcAddress("glGetFragDataLocation")=000000018003A249
wglGetProcAddress("glGetFramebufferAttachmen...")=000000018003A2DC
wglGetProcAddress("glGetIntegeri_v")=000000018003A36F
wglGetProcAddress("glGetRenderbufferParamete...")=000000018003A402
wglGetProcAddress("glGetStringi")=0000000180033DCC
wglGetProcAddress("glGetTexParameterIiv")=000000018003A495
wglGetProcAddress("glGetTexParameterIuiv")=000000018003A528
wglGetProcAddress("glGetTransformFeedbackVar...")=000000018003A5BB
wglGetProcAddress("glGetUniformuiv")=000000018003A64E
wglGetProcAddress("glGetVertexAttribIiv")=000000018003A6E1
wglGetProcAddress("glGetVertexAttribIuiv")=000000018003A774
wglGetProcAddress("glIsEnabledi")=000000018003A807
wglGetProcAddress("glIsFramebuffer")=000000018003A89A
wglGetProcAddress("glIsRenderbuffer")=000000018003A92D
wglGetProcAddress("glIsVertexArray")=000000018003A9C0
wglGetProcAddress("glMapBufferRange")=000000018003AA53
wglGetProcAddress("glRenderbufferStorage")=000000018003AAE6
wglGetProcAddress("glRenderbufferStorageMult...")=000000018003AB79
wglGetProcAddress("glTexParameterIiv")=000000018003AC0C
wglGetProcAddress("glTexParameterIuiv")=000000018003AC9F
wglGetProcAddress("glTransformFeedbackVaryin...")=000000018003AD32
wglGetProcAddress("glUniform1ui")=000000018003ADC5
wglGetProcAddress("glUniform1uiv")=000000018003AE58
wglGetProcAddress("glUniform2ui")=000000018003AEEB
wglGetProcAddress("glUniform2uiv")=000000018003AF7E
wglGetProcAddress("glUniform3ui")=000000018003B011
wglGetProcAddress("glUniform3uiv")=000000018003B0A4
wglGetProcAddress("glUniform4ui")=000000018003B137
wglGetProcAddress("glUniform4uiv")=000000018003B1CA
wglGetProcAddress("glVertexAttribI1i")=000000018003B25D
wglGetProcAddress("glVertexAttribI1iv")=000000018003B2F0
wglGetProcAddress("glVertexAttribI1ui")=000000018003B383
wglGetProcAddress("glVertexAttribI1uiv")=000000018003B416
wglGetProcAddress("glVertexAttribI2i")=000000018003B4A9
wglGetProcAddress("glVertexAttribI2iv")=000000018003B53C
wglGetProcAddress("glVertexAttribI2ui")=000000018003B5CF
wglGetProcAddress("glVertexAttribI2uiv")=000000018003B662
wglGetProcAddress("glVertexAttribI3i")=000000018003B6F5
wglGetProcAddress("glVertexAttribI3iv")=000000018003B788
wglGetProcAddress("glVertexAttribI3ui")=000000018003B81B
wglGetProcAddress("glVertexAttribI3uiv")=000000018003B8AE
wglGetProcAddress("glVertexAttribI4bv")=000000018003B941
wglGetProcAddress("glVertexAttribI4i")=000000018003B9D4
wglGetProcAddress("glVertexAttribI4iv")=000000018003BA67
wglGetProcAddress("glVertexAttribI4sv")=000000018003BAFA
wglGetProcAddress("glVertexAttribI4ubv")=000000018003BB8D
wglGetProcAddress("glVertexAttribI4ui")=000000018003BC20
wglGetProcAddress("glVertexAttribI4uiv")=000000018003BCB3
wglGetProcAddress("glVertexAttribI4usv")=000000018003BD46
wglGetProcAddress("glVertexAttribIPointer")=000000018003BDD9
wglGetProcAddress("glCopyBufferSubData")=000000018003BE6C
wglGetProcAddress("glDrawArraysInstanced")=000000018003BEFF
wglGetProcAddress("glDrawElementsInstanced")=000000018003BF92
wglGetProcAddress("glGetActiveUniformBlockNa...")=000000018003C025
wglGetProcAddress("glGetActiveUniformBlockiv")=000000018003C0B8
wglGetProcAddress("glGetActiveUniformName")=000000018003C14B
wglGetProcAddress("glGetActiveUniformsiv")=000000018003C1DE
wglGetProcAddress("glGetUniformBlockIndex")=000000018003C271
wglGetProcAddress("glGetUniformIndices")=000000018003C304
wglGetProcAddress("glPrimitiveRestartIndex")=000000018003C397
wglGetProcAddress("glTexBuffer")=000000018003C42A
wglGetProcAddress("glUniformBlockBinding")=000000018003C4BD
wglGetProcAddress("glClientWaitSync")=000000018003C550
wglGetProcAddress("glDeleteSync")=000000018003C5E3
wglGetProcAddress("glDrawElementsBaseVertex")=000000018003C676
wglGetProcAddress("glDrawElementsInstancedBa...")=000000018003C709
wglGetProcAddress("glDrawRangeElementsBaseVe...")=000000018003C79C
wglGetProcAddress("glFenceSync")=000000018003C82F
wglGetProcAddress("glFramebufferTexture")=000000018003C8C2
wglGetProcAddress("glGetBufferParameteri64v")=000000018003C955
wglGetProcAddress("glGetInteger64i_v")=000000018003C9E8
wglGetProcAddress("glGetInteger64v")=000000018003CA7B
wglGetProcAddress("glGetMultisamplefv")=000000018003CB0E
wglGetProcAddress("glGetSynciv")=000000018003CBA1
wglGetProcAddress("glIsSync")=000000018003CC34
wglGetProcAddress("glMultiDrawElementsBaseVe...")=000000018003CCC7
wglGetProcAddress("glProvokingVertex")=000000018003CD5A
wglGetProcAddress("glSampleMaski")=000000018003CDED
wglGetProcAddress("glTexImage2DMultisample")=000000018003CE80
wglGetProcAddress("glTexImage3DMultisample")=000000018003CF13
wglGetProcAddress("glWaitSync")=000000018003CFA6
glGetString(GL_VERSION)="3.2.0 NVIDIA 344.75"
glClearColor(1.000000,1.000000,1.000000,0.000000)
glDisable(GL_DEPTH_TEST)
glCreateShader(GL_VERTEX_SHADER)=1
glCreateShader(GL_FRAGMENT_SHADER)=2
glShaderSource(1,1,0000006CC2499450,0000000000000000)
glCompileShader(1)
glGetShaderiv(1,GL_COMPILE_STATUS,0000006CC2499344)
glGetShaderiv(1,GL_INFO_LOG_LENGTH,0000006CC2499364)
glShaderSource(2,1,0000006CC2499458,0000000000000000)
glCompileShader(2)
glGetShaderiv(2,GL_COMPILE_STATUS,0000006CC2499344)
glGetShaderiv(2,GL_INFO_LOG_LENGTH,0000006CC2499364)
glCreateProgram()=3
glAttachShader(3,1)
glAttachShader(3,2)
glLinkProgram(3)
glGetProgramiv(3,GL_LINK_STATUS,0000006CC2499344)
glGetProgramiv(3,GL_INFO_LOG_LENGTH,0000006CC2499364)
glDeleteShader(1)
glDeleteShader(2)
glGetUniformLocation(3,"modelview_matrix")=1
glGetUniformLocation(3,"color_texture")=0
glGetAttribLocation(3,"vert_position")=0
glGetAttribLocation(3,"vert_tex_coord")=1
glGenBuffers(1,0000006CC8239048)
glGenVertexArrays(1,0000006CC8239044)
glBindVertexArray(1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferData(GL_ARRAY_BUFFER,64,0000000000000000,GL_STREAM_DRAW)
glVertexAttribPointer(0,2,GL_FLOAT,false,16,0000000000000000)
glVertexAttribPointer(1,2,GL_FLOAT,false,16,0000000000000008)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glGenTextures(1,0000006CC8239050)
glBindTexture(GL_TEXTURE_2D,1)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,GL_ZERO)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE)
glGenTextures(1,0000006CC823905C)
glBindTexture(GL_TEXTURE_2D,2)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,GL_ZERO)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE)
glBindTexture(GL_TEXTURE_2D,0)
wglMakeCurrent(0000000000000000,0000000000000000)=true
wglMakeCurrent(FFFFFFFFF3012AE6,0000000000020000)=true
glBindTexture(GL_TEXTURE_2D,1)
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,240,400,0,GL_BGR,GL_UNSIGNED_BYTE,0000000000000000)
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,240,320,0,GL_BGR,GL_UNSIGNED_BYTE,0000000000000000)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AF6500)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B74E00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)=true
wglGetCurrentContext()=0000000000020000
wglGetCurrentDC()=FFFFFFFFF3012AE6
glBindTexture(GL_TEXTURE_2D,1)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,400,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5AB0000)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glBindTexture(GL_TEXTURE_2D,2)
glPixelStorei(GL_UNPACK_ROW_LENGTH,240)
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,240,320,GL_BGR,GL_UNSIGNED_BYTE,0000006CE5B3CA00)
glPixelStorei(GL_UNPACK_ROW_LENGTH,0)
glBindTexture(GL_TEXTURE_2D,0)
glViewport(0,0,400,480)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(3)
glUniformMatrix3x2fv(1,1,false,0000006CC8E6F798)
glActiveTexture(GL_TEXTURE0)
glUniform1i(0,0)
glBindTexture(GL_TEXTURE_2D,1)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,1) ]
glBindTexture(GL_TEXTURE_2D,2)
glBindBuffer(GL_ARRAY_BUFFER,1)
glBufferSubData(GL_ARRAY_BUFFER,0,64,0000006CC8E6F6C0)
glDrawArrays(GL_TRIANGLE_STRIP,0,4) GLSL=3 Textures[ (0,2) ]
wglSwapBuffers(FFFFFFFFF3012AE6)
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