LoadJavaVM - OK
-XX:-BytecodeVerificationLocal -XX:+BytecodeVerificationRemote -XX:ConcGCThreads=2 -XX:+EnableJVMCIProduct -XX:G1ConcRefinementThreads=8 -XX:InitialHeapSize=134217728 -XX:MarkStackSize=4194304 -XX:MaxGCPauseMillis=30 -XX:MaxHeapSize=1073741824 -XX:MinHeapSize=134217728 -XX:+PrintCommandLineFlags -XX:+PrintVMOptions -XX:ReservedCodeCacheSize=251658240 -XX:+SegmentedCodeCache -XX:ThreadPriorityPolicy=1 -XX:ThreadStackSize=256 -XX:-UnlockExperimentalVMOptions -XX:-UseCompressedOops -XX:+UseG1GC -XX:-UseLargePagesIndividualAllocation -XX:UseSSE=4 -XX:+UseSSE42Intrinsics 
VM option '+PrintVMOptions'
VM option '+PrintCommandLineFlags'
VM option 'UseSSE=4'
VM option '+UseSSE42Intrinsics'
VM option '+UseG1GC'
VM option 'MaxGCPauseMillis=30'
VM option '-UseCompressedOops'
InitializeJVM - OK
java version "22"
Java HotSpot(TM) 64-Bit Server VM (mixed mode)
DT Version 1.5.3.1
Sound: library (build 2.21, target - iSSE2) loaded.
Unknown net address: 192.168.1.2
OS-name: Windows 10
OS-version: 10.0
DEBUG JAVA: loadConfig... CLASSIC & REVERSEDZ
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: NVIDIA GeForce GTX 960/PCIe/SSE2
  Version: 4.6.0 NVIDIA 551.23
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
[ALSOFT] (EE) Unsupported channels: 32
121b0:fixme:dsound:DSBufferProp_QuerySupport Unhandled propset: DSPROPSETID_I3DL2_ListenerProperties (propid: 0)
121b0:fixme:dsound:DSBufferProp_QuerySupport Unhandled propset: {57e13437-b932-4ab2-b8bd-5266c1a887ee} (propid: 1)
Create VACache ... Yes
CONFIG.INI: Use3Renders && SaveAspect = 0
Java_com_maddox_rts_ScreenMode_DTEGetCurrent...
Java_com_maddox_rts_ScreenMode_DTEGetCurrent...
OPENGL_CONTEXT_VERSION_INI=33 COMPATIBILITY PROFILE
OPENGL_CONTEXT ON CONTEXT_DEBUG_BIT
CONFIG.INI: Use3Renders && SaveAspect = 0
DEBUG: FOUND NPClient64.dll

*** Looking for Advanced CPU Instructions... 
[-] 3D (3DNow)
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 3D (SSE3)
[x] 3D (SSSE3)
[x] 3D (SSE4.1)
[x] 3D (SSE4.2)
ColourBits 32, ABits 0, ZBits 24
DETECTED OpenGL 1.2: 4/4
DETECTED OpenGL 1.3: 9/9
DETECTED OpenGL 1.4: 9/9
DETECTED OpenGL 1.5: 19/19
DETECTED OpenGL 2.0: 93/93
DETECTED OpenGL 2.1: 6/6
DETECTED OpenGL 3.0: 84/84
DETECTED OpenGL 3.1: 12/12
DETECTED OpenGL 3.2: 19/19
DETECTED OpenGL 3.3: 28/28
DETECTED Support OpenGL 3.0...3.3 - OK
DETECTED OpenGL 4.0: 46/46
DETECTED OpenGL 4.1: 88/88
DETECTED OpenGL 4.2: 12/12
DETECTED OpenGL 4.3: 43/43
DETECTED OpenGL 4.4: 9/9
DETECTED OpenGL 4.5: 110/110
DETECTED OpenGL 4.6: 4/4
Supported GLSL is 4.60 NVIDIA
The OpenGL context is created with the DEBUG_BIT flag!
OpenGL will use glDebugMessageCallback!
Supported OpenGL Extensions:
0:	GL_AMD_multi_draw_indirect
1:	GL_AMD_seamless_cubemap_per_texture
2:	GL_AMD_vertex_shader_viewport_index
3:	GL_AMD_vertex_shader_layer
4:	GL_ARB_arrays_of_arrays
5:	GL_ARB_base_instance
6:	GL_ARB_bindless_texture
7:	GL_ARB_blend_func_extended
8:	GL_ARB_buffer_storage
9:	GL_ARB_clear_buffer_object
10:	GL_ARB_clear_texture
11:	GL_ARB_clip_control
12:	GL_ARB_color_buffer_float
13:	GL_ARB_compatibility
14:	GL_ARB_compressed_texture_pixel_storage
15:	GL_ARB_conservative_depth
16:	GL_ARB_compute_shader
17:	GL_ARB_compute_variable_group_size
18:	GL_ARB_conditional_render_inverted
19:	GL_ARB_copy_buffer
20:	GL_ARB_copy_image
21:	GL_ARB_cull_distance
22:	GL_ARB_debug_output
23:	GL_ARB_depth_buffer_float
24:	GL_ARB_depth_clamp
25:	GL_ARB_depth_texture
26:	GL_ARB_derivative_control
27:	GL_ARB_direct_state_access
28:	GL_ARB_draw_buffers
29:	GL_ARB_draw_buffers_blend
30:	GL_ARB_draw_indirect
31:	GL_ARB_draw_elements_base_vertex
32:	GL_ARB_draw_instanced
33:	GL_ARB_enhanced_layouts
34:	GL_ARB_ES2_compatibility
35:	GL_ARB_ES3_compatibility
36:	GL_ARB_ES3_1_compatibility
37:	GL_ARB_ES3_2_compatibility
38:	GL_ARB_explicit_attrib_location
39:	GL_ARB_explicit_uniform_location
40:	GL_ARB_fragment_coord_conventions
41:	GL_ARB_fragment_layer_viewport
42:	GL_ARB_fragment_program
43:	GL_ARB_fragment_program_shadow
44:	GL_ARB_fragment_shader
45:	GL_ARB_fragment_shader_interlock
46:	GL_ARB_framebuffer_no_attachments
47:	GL_ARB_framebuffer_object
48:	GL_ARB_framebuffer_sRGB
49:	GL_ARB_geometry_shader4
50:	GL_ARB_get_program_binary
51:	GL_ARB_get_texture_sub_image
52:	GL_ARB_gl_spirv
53:	GL_ARB_gpu_shader5
54:	GL_ARB_gpu_shader_fp64
55:	GL_ARB_gpu_shader_int64
56:	GL_ARB_half_float_pixel
57:	GL_ARB_half_float_vertex
58:	GL_ARB_imaging
59:	GL_ARB_indirect_parameters
60:	GL_ARB_instanced_arrays
61:	GL_ARB_internalformat_query
62:	GL_ARB_internalformat_query2
63:	GL_ARB_invalidate_subdata
64:	GL_ARB_map_buffer_alignment
65:	GL_ARB_map_buffer_range
66:	GL_ARB_multi_bind
67:	GL_ARB_multi_draw_indirect
68:	GL_ARB_multisample
69:	GL_ARB_multitexture
70:	GL_ARB_occlusion_query
71:	GL_ARB_occlusion_query2
72:	GL_ARB_parallel_shader_compile
73:	GL_ARB_pipeline_statistics_query
74:	GL_ARB_pixel_buffer_object
75:	GL_ARB_point_parameters
76:	GL_ARB_point_sprite
77:	GL_ARB_polygon_offset_clamp
78:	GL_ARB_post_depth_coverage
79:	GL_ARB_program_interface_query
80:	GL_ARB_provoking_vertex
81:	GL_ARB_query_buffer_object
82:	GL_ARB_robust_buffer_access_behavior
83:	GL_ARB_robustness
84:	GL_ARB_sample_locations
85:	GL_ARB_sample_shading
86:	GL_ARB_sampler_objects
87:	GL_ARB_seamless_cube_map
88:	GL_ARB_seamless_cubemap_per_texture
89:	GL_ARB_separate_shader_objects
90:	GL_ARB_shader_atomic_counter_ops
91:	GL_ARB_shader_atomic_counters
92:	GL_ARB_shader_ballot
93:	GL_ARB_shader_bit_encoding
94:	GL_ARB_shader_clock
95:	GL_ARB_shader_draw_parameters
96:	GL_ARB_shader_group_vote
97:	GL_ARB_shader_image_load_store
98:	GL_ARB_shader_image_size
99:	GL_ARB_shader_objects
100:	GL_ARB_shader_precision
101:	GL_ARB_shader_storage_buffer_object
102:	GL_ARB_shader_subroutine
103:	GL_ARB_shader_texture_image_samples
104:	GL_ARB_shader_texture_lod
105:	GL_ARB_shading_language_100
106:	GL_ARB_shader_viewport_layer_array
107:	GL_ARB_shading_language_420pack
108:	GL_ARB_shading_language_include
109:	GL_ARB_shading_language_packing
110:	GL_ARB_shadow
111:	GL_ARB_sparse_buffer
112:	GL_ARB_sparse_texture
113:	GL_ARB_sparse_texture2
114:	GL_ARB_sparse_texture_clamp
115:	GL_ARB_spirv_extensions
116:	GL_ARB_stencil_texturing
117:	GL_ARB_sync
118:	GL_ARB_tessellation_shader
119:	GL_ARB_texture_barrier
120:	GL_ARB_texture_border_clamp
121:	GL_ARB_texture_buffer_object
122:	GL_ARB_texture_buffer_object_rgb32
123:	GL_ARB_texture_buffer_range
124:	GL_ARB_texture_compression
125:	GL_ARB_texture_compression_bptc
126:	GL_ARB_texture_compression_rgtc
127:	GL_ARB_texture_cube_map
128:	GL_ARB_texture_cube_map_array
129:	GL_ARB_texture_env_add
130:	GL_ARB_texture_env_combine
131:	GL_ARB_texture_env_crossbar
132:	GL_ARB_texture_env_dot3
133:	GL_ARB_texture_filter_anisotropic
134:	GL_ARB_texture_filter_minmax
135:	GL_ARB_texture_float
136:	GL_ARB_texture_gather
137:	GL_ARB_texture_mirror_clamp_to_edge
138:	GL_ARB_texture_mirrored_repeat
139:	GL_ARB_texture_multisample
140:	GL_ARB_texture_non_power_of_two
141:	GL_ARB_texture_query_levels
142:	GL_ARB_texture_query_lod
143:	GL_ARB_texture_rectangle
144:	GL_ARB_texture_rg
145:	GL_ARB_texture_rgb10_a2ui
146:	GL_ARB_texture_stencil8
147:	GL_ARB_texture_storage
148:	GL_ARB_texture_storage_multisample
149:	GL_ARB_texture_swizzle
150:	GL_ARB_texture_view
151:	GL_ARB_timer_query
152:	GL_ARB_transform_feedback2
153:	GL_ARB_transform_feedback3
154:	GL_ARB_transform_feedback_instanced
155:	GL_ARB_transform_feedback_overflow_query
156:	GL_ARB_transpose_matrix
157:	GL_ARB_uniform_buffer_object
158:	GL_ARB_vertex_array_bgra
159:	GL_ARB_vertex_array_object
160:	GL_ARB_vertex_attrib_64bit
161:	GL_ARB_vertex_attrib_binding
162:	GL_ARB_vertex_buffer_object
163:	GL_ARB_vertex_program
164:	GL_ARB_vertex_shader
165:	GL_ARB_vertex_type_10f_11f_11f_rev
166:	GL_ARB_vertex_type_2_10_10_10_rev
167:	GL_ARB_viewport_array
168:	GL_ARB_window_pos
169:	GL_ATI_draw_buffers
170:	GL_ATI_texture_float
171:	GL_ATI_texture_mirror_once
172:	GL_S3_s3tc
173:	GL_EXT_texture_env_add
174:	GL_EXT_abgr
175:	GL_EXT_bgra
176:	GL_EXT_bindable_uniform
177:	GL_EXT_blend_color
178:	GL_EXT_blend_equation_separate
179:	GL_EXT_blend_func_separate
180:	GL_EXT_blend_minmax
181:	GL_EXT_blend_subtract
182:	GL_EXT_compiled_vertex_array
183:	GL_EXT_Cg_shader
184:	GL_EXT_depth_bounds_test
185:	GL_EXT_direct_state_access
186:	GL_EXT_draw_buffers2
187:	GL_EXT_draw_instanced
188:	GL_EXT_draw_range_elements
189:	GL_EXT_fog_coord
190:	GL_EXT_framebuffer_blit
191:	GL_EXT_framebuffer_multisample
192:	GL_EXTX_framebuffer_mixed_formats
193:	GL_EXT_framebuffer_multisample_blit_scaled
194:	GL_EXT_framebuffer_object
195:	GL_EXT_framebuffer_sRGB
196:	GL_EXT_geometry_shader4
197:	GL_EXT_gpu_program_parameters
198:	GL_EXT_gpu_shader4
199:	GL_EXT_multi_draw_arrays
200:	GL_EXT_multiview_texture_multisample
201:	GL_EXT_multiview_timer_query
202:	GL_EXT_packed_depth_stencil
203:	GL_EXT_packed_float
204:	GL_EXT_packed_pixels
205:	GL_EXT_pixel_buffer_object
206:	GL_EXT_point_parameters
207:	GL_EXT_polygon_offset_clamp
208:	GL_EXT_post_depth_coverage
209:	GL_EXT_provoking_vertex
210:	GL_EXT_raster_multisample
211:	GL_EXT_rescale_normal
212:	GL_EXT_secondary_color
213:	GL_EXT_separate_shader_objects
214:	GL_EXT_separate_specular_color
215:	GL_EXT_shader_image_load_formatted
216:	GL_EXT_shader_image_load_store
217:	GL_EXT_shader_integer_mix
218:	GL_EXT_shadow_funcs
219:	GL_EXT_sparse_texture2
220:	GL_EXT_stencil_two_side
221:	GL_EXT_stencil_wrap
222:	GL_EXT_texture3D
223:	GL_EXT_texture_array
224:	GL_EXT_texture_buffer_object
225:	GL_EXT_texture_compression_dxt1
226:	GL_EXT_texture_compression_latc
227:	GL_EXT_texture_compression_rgtc
228:	GL_EXT_texture_compression_s3tc
229:	GL_EXT_texture_cube_map
230:	GL_EXT_texture_edge_clamp
231:	GL_EXT_texture_env_combine
232:	GL_EXT_texture_env_dot3
233:	GL_EXT_texture_filter_anisotropic
234:	GL_EXT_texture_filter_minmax
235:	GL_EXT_texture_integer
236:	GL_EXT_texture_lod
237:	GL_EXT_texture_lod_bias
238:	GL_EXT_texture_mirror_clamp
239:	GL_EXT_texture_object
240:	GL_EXT_texture_shadow_lod
241:	GL_EXT_texture_shared_exponent
242:	GL_EXT_texture_sRGB
243:	GL_EXT_texture_sRGB_R8
244:	GL_EXT_texture_sRGB_decode
245:	GL_EXT_texture_storage
246:	GL_EXT_texture_swizzle
247:	GL_EXT_timer_query
248:	GL_EXT_transform_feedback2
249:	GL_EXT_vertex_array
250:	GL_EXT_vertex_array_bgra
251:	GL_EXT_vertex_attrib_64bit
252:	GL_EXT_window_rectangles
253:	GL_EXT_import_sync_object
254:	GL_IBM_rasterpos_clip
255:	GL_IBM_texture_mirrored_repeat
256:	GL_KHR_context_flush_control
257:	GL_KHR_debug
258:	GL_EXT_memory_object
259:	GL_EXT_memory_object_win32
260:	GL_NV_memory_object_sparse
261:	GL_EXT_win32_keyed_mutex
262:	GL_KHR_parallel_shader_compile
263:	GL_KHR_no_error
264:	GL_KHR_robust_buffer_access_behavior
265:	GL_KHR_robustness
266:	GL_EXT_semaphore
267:	GL_EXT_semaphore_win32
268:	GL_NV_timeline_semaphore
269:	GL_KHR_shader_subgroup
270:	GL_KTX_buffer_region
271:	GL_NV_alpha_to_coverage_dither_control
272:	GL_NV_bindless_multi_draw_indirect
273:	GL_NV_bindless_multi_draw_indirect_count
274:	GL_NV_bindless_texture
275:	GL_NV_blend_equation_advanced
276:	GL_NV_blend_equation_advanced_coherent
277:	GL_NV_blend_minmax_factor
278:	GL_NV_blend_square
279:	GL_NV_command_list
280:	GL_NV_compute_program5
281:	GL_NV_conditional_render
282:	GL_NV_conservative_raster
283:	GL_NV_conservative_raster_dilate
284:	GL_NV_copy_depth_to_color
285:	GL_NV_copy_image
286:	GL_NV_depth_buffer_float
287:	GL_NV_depth_clamp
288:	GL_NV_draw_texture
289:	GL_NV_draw_vulkan_image
290:	GL_NV_ES1_1_compatibility
291:	GL_NV_ES3_1_compatibility
292:	GL_NV_explicit_multisample
293:	GL_NV_feature_query
294:	GL_NV_fence
295:	GL_NV_fill_rectangle
296:	GL_NV_float_buffer
297:	GL_NV_fog_distance
298:	GL_NV_fragment_coverage_to_color
299:	GL_NV_fragment_program
300:	GL_NV_fragment_program_option
301:	GL_NV_fragment_program2
302:	GL_NV_fragment_shader_interlock
303:	GL_NV_framebuffer_mixed_samples
304:	GL_NV_framebuffer_multisample_coverage
305:	GL_NV_geometry_shader4
306:	GL_NV_geometry_shader_passthrough
307:	GL_NV_gpu_program4
308:	GL_NV_internalformat_sample_query
309:	GL_NV_gpu_program4_1
310:	GL_NV_gpu_program5
311:	GL_NV_gpu_program5_mem_extended
312:	GL_NV_gpu_program_fp64
313:	GL_NV_gpu_shader5
314:	GL_NV_half_float
315:	GL_NV_light_max_exponent
316:	GL_NV_memory_attachment
317:	GL_NV_multisample_coverage
318:	GL_NV_multisample_filter_hint
319:	GL_NV_occlusion_query
320:	GL_NV_packed_depth_stencil
321:	GL_NV_parameter_buffer_object
322:	GL_NV_parameter_buffer_object2
323:	GL_NV_path_rendering
324:	GL_NV_path_rendering_shared_edge
325:	GL_NV_pixel_data_range
326:	GL_NV_point_sprite
327:	GL_NV_primitive_restart
328:	GL_NV_query_resource
329:	GL_NV_query_resource_tag
330:	GL_NV_register_combiners
331:	GL_NV_register_combiners2
332:	GL_NV_sample_locations
333:	GL_NV_sample_mask_override_coverage
334:	GL_NV_shader_atomic_counters
335:	GL_NV_shader_atomic_float
336:	GL_NV_shader_atomic_fp16_vector
337:	GL_NV_shader_atomic_int64
338:	GL_NV_shader_buffer_load
339:	GL_NV_shader_storage_buffer_object
340:	GL_NV_shader_subgroup_partitioned
341:	GL_NV_texgen_reflection
342:	GL_NV_texture_barrier
343:	GL_NV_texture_compression_vtc
344:	GL_NV_texture_env_combine4
345:	GL_NV_texture_multisample
346:	GL_NV_texture_rectangle
347:	GL_NV_texture_rectangle_compressed
348:	GL_NV_texture_shader
349:	GL_NV_texture_shader2
350:	GL_NV_texture_shader3
351:	GL_NV_transform_feedback
352:	GL_NV_transform_feedback2
353:	GL_NV_uniform_buffer_unified_memory
354:	GL_NV_uniform_buffer_std430_layout
355:	GL_NV_vertex_array_range
356:	GL_NV_vertex_array_range2
357:	GL_NV_vertex_attrib_integer_64bit
358:	GL_NV_vertex_buffer_unified_memory
359:	GL_NV_vertex_program
360:	GL_NV_vertex_program1_1
361:	GL_NV_vertex_program2
362:	GL_NV_vertex_program2_option
363:	GL_NV_vertex_program3
364:	GL_NV_viewport_array2
365:	GL_NV_viewport_swizzle
366:	GL_NVX_conditional_render
367:	GL_NVX_linked_gpu_multicast
368:	GL_NV_gpu_multicast
369:	GL_NVX_gpu_multicast2
370:	GL_NVX_progress_fence
371:	GL_NVX_gpu_memory_info
372:	GL_NVX_multigpu_info
373:	GL_NVX_nvenc_interop
374:	GL_NV_shader_thread_group
375:	GL_NV_shader_thread_shuffle
376:	GL_KHR_blend_equation_advanced
377:	GL_KHR_blend_equation_advanced_coherent
378:	GL_OVR_multiview
379:	GL_OVR_multiview2
380:	GL_SGIS_generate_mipmap
381:	GL_SGIS_texture_lod
382:	GL_SGIX_depth_texture
383:	GL_SGIX_shadow
384:	GL_SUN_slice_accum
385:	GL_WIN_swap_hint
386:	WGL_EXT_swap_control

*** Looking for Render API Extensions ... 
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum Texture Size : 16384
Maximum Texture Image Units :32
Maximum Vertex Texture Image Units :32
Maximum Geometry Texture Image Units :32
Maximum Tessellation Control Texture Image Units :32
Maximum Tessellation Evaluation Texture Image Units :32
Maximum Tessellation Gen Level :64
MaxAnisotropic (1.0 = none) : 16.000000
GL_MAX_ELEMENTS_VERTICES : 1048576
GL_MAX_ELEMENTS_INDICES : 1048576
GL_MAX_UNIFORM_BLOCK_SIZE : 65536
GL_MAX_ARRAY_TEXTURE_LAYERS : 2048
GL_MAX_3D_TEXTURE_SIZE : 2048
GL_MAX_CUBE_MAP_TEXTURE_SIZE : 16384
GL_MAX_VIEWPORT_DIMS : 16384
GL_NUM_COMPRESSED_TEXTURE_FORMATS : 23
GL_MAX_VERTEX_UNIFORM_BLOCKS : 14
GL_MAX_FRAGMENT_UNIFORM_BLOCKS : 14
GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT : 256
GL_MAX_UNIFORM_BUFFER_BINDINGS : 84
GL_MAX_COMPUTE_WORK_GROUP_COUNT (total) x:2147483647 y:65535 z:65535
GL_MAX_COMPUTE_WORK_GROUP_SIZE (in one shader) x:1536 y:1024 z:64
GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 1536
GL_MAX_VERTEX_ATTRIBS 16
GL_MIN_MAP_BUFFER_ALIGNMENT 64

[x][Y] OpenGL 1.2 extension 'GL_EXT_texture3D'
[x][Y] OpenGL 1.2 extension 'GL_EXT_bgra'
[x][Y] OpenGL 1.2 extension 'GL_EXT_packed_pixels'
[x][Y] OpenGL 1.2 extension 'GL_EXT_rescale_normal'
[x][N] OpenGL 1.2 extension 'GL_SGIS_texture_edge_clamp'
[x][Y] OpenGL 1.2 extension 'GL_SGIS_texture_lod'
[x][Y] OpenGL 1.2 extension 'GL_EXT_draw_range_elements'
[x][Y] OpenGL 1.3 extension 'GL_ARB_texture_compression'
[x][Y] OpenGL 1.3 extension 'GL_ARB_texture_cube_map'
[x][Y] OpenGL 1.3 extension 'GL_ARB_multisample'
[x][Y] OpenGL 1.3 extension 'GL_ARB_texture_env_add'
[x][Y] OpenGL 1.3 extension 'GL_ARB_texture_border_clamp'
[x][Y] OpenGL 1.3 extension 'GL_ARB_transpose_matrix'
[x][Y] OpenGL 1.4 extension 'GL_SGIS_generate_mipmap'
[x][Y] OpenGL 1.4 extension 'GL_NV_blend_square'
[x][Y] OpenGL 1.4 extension 'GL_ARB_depth_texture'
[x][Y] OpenGL 1.4 extension 'GL_ARB_shadow'
[x][Y] OpenGL 1.4 extension 'GL_EXT_fog_coord'
[x][Y] OpenGL 1.4 extension 'GL_EXT_multi_draw_arrays'
[x][Y] OpenGL 1.4 extension 'GL_ARB_point_parameters'
[x][Y] OpenGL 1.4 extension 'GL_EXT_secondary_color'
[x][Y] OpenGL 1.4 extension 'GL_EXT_blend_func_separate'
[x][Y] OpenGL 1.4 extension 'GL_EXT_stencil_wrap'
[x][Y] OpenGL 1.4 extension 'GL_ARB_texture_env_crossbar'
[x][Y] OpenGL 1.4 extension 'GL_ARB_texture_mirrored_repeat'
[x][Y] OpenGL 1.4 extension 'GL_ARB_window_pos'
[x][Y] OpenGL 1.5 extension 'GL_ARB_vertex_buffer_object'
[x][Y] OpenGL 1.5 extension 'GL_ARB_occlusion_query'
[x][Y] OpenGL 1.5 extension 'GL_EXT_shadow_funcs'
[x][Y] OpenGL 2.0 extension 'GL_ARB_shader_objects'
[x][Y] OpenGL 2.0 extension 'GL_ARB_vertex_shader'
[x][Y] OpenGL 2.0 extension 'GL_ARB_fragment_shader'
[x][Y] OpenGL 2.0 extension 'GL_ARB_shading_language_100'
[x][Y] OpenGL 2.0 extension 'GL_ARB_draw_buffers'
[x][Y] OpenGL 2.0 extension 'GL_ARB_texture_non_power_of_two'
[x][Y] OpenGL 2.0 extension 'GL_ARB_point_sprite'
[x][Y] OpenGL 2.0 extension 'GL_EXT_blend_equation_separate'
[x][Y] OpenGL 2.0 extension 'GL_EXT_stencil_two_side'
[x][Y] OpenGL 2.1 extension 'GL_ARB_pixel_buffer_object'
[x][Y] OpenGL 2.1 extension 'GL_EXT_texture_sRGB'
[x][Y] OpenGL 3.0 extension 'GL_EXT_gpu_shader4'
[x][Y] OpenGL 3.0 extension 'GL_EXT_framebuffer_object'
[x][Y] OpenGL 3.0 extension 'GL_EXT_framebuffer_blit'
[x][Y] OpenGL 3.0 extension 'GL_ARB_texture_float'
[x][Y] OpenGL 3.0 extension 'GL_ARB_color_buffer_float'
[x][Y] OpenGL 3.0 extension 'GL_NV_depth_buffer_float'
[x][Y] OpenGL 3.0 extension 'GL_EXT_packed_float'
[x][Y] OpenGL 3.0 extension 'GL_EXT_texture_shared_exponent'
[x][Y] OpenGL 3.0 extension 'GL_EXT_texture_compression_rgtc'
[x][N] OpenGL 3.0 extension 'GL_EXT_transform_feedback'
[x][Y] OpenGL 3.0 extension 'GL_ARB_vertex_array_object'
[x][Y] OpenGL 3.0 extension 'GL_NV_conditional_render'
[x][Y] OpenGL 3.0 extension 'GL_EXT_texture_integer'
[x][N] OpenGL 3.0 extension 'GL_APPLE_flush_buffer_range'
[x][Y] OpenGL 3.0 extension 'GL_NV_half_float'
[x][Y] OpenGL 3.0 extension 'GL_ARB_half_float_pixel'
[x][Y] OpenGL 3.0 extension 'GL_EXT_framebuffer_multisample'
[x][Y] OpenGL 3.0 extension 'GL_EXT_texture_array'
[x][Y] OpenGL 3.0 extension 'GL_EXT_packed_depth_stencil'
[x][Y] OpenGL 3.0 extension 'GL_EXT_draw_buffers2'
[x][N] OpenGL 3.0 extension 'GL_APPLE_vertex_array_object'
[x][Y] OpenGL 3.0 extension 'GL_EXT_framebuffer_sRGB'
[x][Y] OpenGL 3.1 extension 'GL_ARB_draw_instanced'
[x][Y] OpenGL 3.1 extension 'GL_ARB_copy_buffer'
[x][Y] OpenGL 3.1 extension 'GL_ARB_texture_buffer_object'
[x][Y] OpenGL 3.1 extension 'GL_ARB_texture_rectangle'
[x][Y] OpenGL 3.1 extension 'GL_ARB_uniform_buffer_object'
[x][Y] OpenGL 3.1 extension 'GL_NV_primitive_restart'
[x][Y] OpenGL 3.2 extension 'GL_ARB_compatibility'
[x][Y] OpenGL 3.2 extension 'GL_ARB_geometry_shader4'
[x][Y] OpenGL 3.2 extension 'GL_ARB_sync'
[x][Y] OpenGL 3.2 extension 'GL_ARB_vertex_array_bgra'
[x][Y] OpenGL 3.2 extension 'GL_ARB_draw_elements_base_vertex'
[x][Y] OpenGL 3.2 extension 'GL_ARB_seamless_cube_map'
[x][Y] OpenGL 3.2 extension 'GL_ARB_texture_multisample'
[x][Y] OpenGL 3.2 extension 'GL_ARB_fragment_coord_conventions'
[x][Y] OpenGL 3.2 extension 'GL_ARB_provoking_vertex'
[x][Y] OpenGL 3.2 extension 'GL_ARB_depth_clamp'
[x][Y] OpenGL 3.3 extension 'GL_ARB_blend_func_extended'
[x][Y] OpenGL 3.3 extension 'GL_ARB_explicit_attrib_location'
[x][Y] OpenGL 3.3 extension 'GL_ARB_occlusion_query2'
[x][Y] OpenGL 3.3 extension 'GL_ARB_sampler_objects'
[x][Y] OpenGL 3.3 extension 'GL_ARB_shader_bit_encoding'
[x][Y] OpenGL 3.3 extension 'GL_ARB_texture_swizzle'
[x][Y] OpenGL 3.3 extension 'GL_ARB_timer_query'
[x][Y] OpenGL 3.3 extension 'GL_ARB_instanced_arrays'
[x][Y] OpenGL 3.3 extension 'GL_ARB_texture_rgb10_a2ui'
[x][Y] OpenGL 3.3 extension 'GL_ARB_vertex_type_2_10_10_10_rev'
[x][Y] OpenGL 4.0 extension 'GL_ARB_tessellation_shader'
[x][Y] OpenGL 4.0 extension 'GL_ARB_texture_query_lod'
[x][Y] OpenGL 4.0 extension 'GL_ARB_gpu_shader5'
[x][Y] OpenGL 4.0 extension 'GL_ARB_gpu_shader_fp64'
[x][Y] OpenGL 4.0 extension 'GL_ARB_texture_gather'
[x][Y] OpenGL 4.0 extension 'GL_ARB_shader_subroutine'
[x][Y] OpenGL 4.0 extension 'GL_ARB_sample_shading'
[x][Y] OpenGL 4.0 extension 'GL_ARB_draw_buffers_blend'
[x][Y] OpenGL 4.0 extension 'GL_ARB_draw_indirect'
[x][Y] OpenGL 4.0 extension 'GL_ARB_texture_buffer_object_rgb32'
[x][Y] OpenGL 4.0 extension 'GL_ARB_texture_cube_map_array'
[x][Y] OpenGL 4.0 extension 'GL_ARB_transform_feedback2'
[x][Y] OpenGL 4.0 extension 'GL_ARB_transform_feedback3'
[x][Y] OpenGL 4.1 extension 'GL_ARB_ES2_compatibility'
[x][Y] OpenGL 4.1 extension 'GL_ARB_get_program_binary'
[x][Y] OpenGL 4.1 extension 'GL_ARB_separate_shader_objects'
[x][Y] OpenGL 4.1 extension 'GL_ARB_shader_precision'
[x][Y] OpenGL 4.1 extension 'GL_ARB_vertex_attrib_64bit'
[x][Y] OpenGL 4.1 extension 'GL_ARB_viewport_array'
[x][Y] OpenGL 4.2 extension 'GL_ARB_base_instance'
[x][Y] OpenGL 4.2 extension 'GL_ARB_compressed_texture_pixel_storage'
[x][Y] OpenGL 4.2 extension 'GL_ARB_conservative_depth'
[x][Y] OpenGL 4.2 extension 'GL_ARB_internalformat_query'
[x][Y] OpenGL 4.2 extension 'GL_ARB_map_buffer_alignment'
[x][Y] OpenGL 4.2 extension 'GL_ARB_shading_language_420pack'
[x][Y] OpenGL 4.2 extension 'GL_ARB_texture_compression_bptc'
[x][Y] OpenGL 4.2 extension 'GL_ARB_texture_storage'
[x][Y] OpenGL 4.2 extension 'GL_ARB_transform_feedback_instanced'
[x][Y] OpenDEBUG JAVA: setPolygonOffset
ini key 'ReversedZ'=true
ini key 'polygonOffsetFactor'=0.0
ini key 'polygonOffsetUnuts'=1.0
ini key 'polygonOffsetFactorReversedZ'=1.0
ini key 'polygonOffsetUnutsReversedZ'=1.0
DEBUG JAVA: SET PolygonOffsetFactorReversedZ=1.0 PolygonOffsetUnitsReversedZ=1.0
JAVA: CfgList_AddInt(Shadows)...
JAVA: CfgList_AddInt(ShadowsSmooth)...
JAVA: CfgList_AddInt(TexQual)...
JAVA: CfgList_AddInt(TexLarge)...
JAVA: CfgList_AddInt(TexCompress)...
JAVA: CfgList_AddInt(TexMipFilter)...
JAVA: CfgList_AddFlags(TexFlags)...
JAVA: CfgList_AddInt(Specular)...
JAVA: CfgList_AddInt(SpecularLight)...
JAVA: CfgList_AddInt(DiffuseLight)...
JAVA: CfgList_AddInt(DynamicalLights)...
JAVA: CfgList_AddInt(MeshDetail)...
JAVA: CfgList_AddInt(DrawCollisions)...
JAVA: CfgList_AddInt(VisibilityDistance)...
JAVA: CfgList_AddInt(TexLandQual)...
JAVA: CfgList_AddInt(TexLandLarge)...
JAVA: CfgList_AddInt(LandShading)...
JAVA: CfgList_AddInt(LandDetails)...
JAVA: CfgList_AddInt(LandGeom)...
JAVA: CfgList_AddInt(Sky)...
JAVA: CfgList_AddInt(Water)...
JAVA: CfgList_AddInt(WaterColor)...
JAVA: CfgList_AddInt(LimitOpenGLVersion)...
JAVA: CfgList_AddInt(UseATIRenderFix)...
JAVA: CfgList_AddInt(Use32bitZBuffer)...
JAVA: CfgList_AddInt(UsePostFilter)...
JAVA: CfgList_AddInt(xMSAA)...
JAVA: CfgList_AddInt(UseReversedZ)...
JAVA: CfgList_AddInt(UseMSAAForMirror0)...
JAVA: CfgList_AddInt(UseMSAAForMirror1)...
JAVA: CfgList_AddInt(UseMSAAForMirror2)...
JAVA: CfgList_AddInt(UseCockpitShader90)...
JAVA: CfgList_AddInt(UseARBBindLessTexture)...
JAVA: CfgList_AddInt(Forest)...
JAVA: CfgList_AddInt(ForestNine)...
JAVA: CfgList_AddInt(Forest3Distance)...
JAVA: CfgList_AddInt(FogHaze)...
JAVA: CfgList_AddInt(FogLow)...
JAVA: CfgList_AddInt(HardwareShaders)...
GL 4.2 extension 'GL_ARB_shader_atomic_counters'
[x][Y] OpenGL 4.2 extension 'GL_ARB_shader_image_load_store'
[x][Y] OpenGL 4.3 extension 'GL_ARB_arrays_of_arrays'
[x][Y] OpenGL 4.3 extension 'GL_ARB_clear_buffer_object'
[x][Y] OpenGL 4.3 extension 'GL_ARB_compute_shader'
[x][Y] OpenGL 4.3 extension 'GL_ARB_copy_image'
[x][Y] OpenGL 4.3 extension 'GL_ARB_debug_output'
[x][Y] OpenGL 4.3 extension 'GL_ARB_ES3_compatibility'
[x][Y] OpenGL 4.3 extension 'GL_ARB_explicit_uniform_location'
[x][Y] OpenGL 4.3 extension 'GL_ARB_fragment_layer_viewport'
[x][Y] OpenGL 4.3 extension 'GL_ARB_framebuffer_no_attachments'
[x][Y] OpenGL 4.3 extension 'GL_ARB_internalformat_query2'
[x][Y] OpenGL 4.3 extension 'GL_ARB_invalidate_subdata'
[x][Y] OpenGL 4.3 extension 'GL_ARB_multi_draw_indirect'
[x][Y] OpenGL 4.3 extension 'GL_ARB_program_interface_query'
[x][Y] OpenGL 4.3 extension 'GL_ARB_robust_buffer_access_behavior'
[x][Y] OpenGL 4.3 extension 'GL_ARB_shader_storage_buffer_object'
[x][Y] OpenGL 4.3 extension 'GL_ARB_shader_image_size'
[x][Y] OpenGL 4.3 extension 'GL_ARB_stencil_texturing'
[x][Y] OpenGL 4.3 extension 'GL_ARB_texture_buffer_range'
[x][Y] OpenGL 4.3 extension 'GL_ARB_texture_query_levels'
[x][Y] OpenGL 4.3 extension 'GL_ARB_texture_storage_multisample'
[x][Y] OpenGL 4.3 extension 'GL_ARB_texture_view'
[x][Y] OpenGL 4.3 extension 'GL_ARB_vertex_attrib_binding'
[x][Y] OpenGL 4.3 extension 'GL_KHR_debug'
[x][Y] OpenGL 4.4 extension 'GL_ARB_buffer_storage'
[x][Y] OpenGL 4.4 extension 'GL_ARB_clear_texture'
[x][Y] OpenGL 4.4 extension 'GL_ARB_compute_variable_group_size'
[x][Y] OpenGL 4.4 extension 'GL_ARB_enhanced_layouts'
[x][Y] OpenGL 4.4 extension 'GL_ARB_multi_bind'
[x][Y] OpenGL 4.4 extension 'GL_ARB_query_buffer_object'
[x][Y] OpenGL 4.4 extension 'GL_ARB_texture_mirror_clamp_to_edge'
[x][Y] OpenGL 4.4 extension 'GL_ARB_texture_stencil8'
[x][Y] OpenGL 4.4 extension 'GL_ARB_vertex_type_10f_11f_11f_rev'
[x][Y] OpenGL 4.5 extension 'GL_ARB_clip_control'
[x][Y] OpenGL 4.5 extension 'GL_ARB_conditional_render_inverted'
[x][Y] OpenGL 4.5 extension 'GL_ARB_cull_distance'
[x][Y] OpenGL 4.5 extension 'GL_ARB_derivative_control'
[x][Y] OpenGL 4.5 extension 'GL_ARB_direct_state_access'
[x][Y] OpenGL 4.5 extension 'GL_ARB_ES3_1_compatibility'
[x][Y] OpenGL 4.5 extension 'GL_ARB_get_texture_sub_image'
[x][Y] OpenGL 4.5 extension 'GL_ARB_shader_texture_image_samples'
[x][Y] OpenGL 4.5 extension 'GL_ARB_texture_barrier'
[x][Y] OpenGL 4.5 extension 'GL_KHR_context_flush_control'
[-][Y] OpenGL 4.5 extension 'GL_KHR_robustness'
[x][Y] OpenGL 4.6 extension 'GL_ARB_gl_spirv'
[x][Y] OpenGL 4.6 extension 'GL_ARB_indirect_parameters'
[x][Y] OpenGL 4.6 extension 'GL_ARB_spirv_extensions'
[x][Y] OpenGL 4.6 extension 'GL_ARB_transform_feedback_overflow_query'
[x][Y] OpenGL 4.6 extension 'GL_ARB_texture_filter_anisotropic'
[x][Y] OpenGL 4.6 extension 'GL_ARB_pipeline_statistics_query'
[x][Y] OpenGL 4.6 extension 'GL_ARB_polygon_offset_clamp'
[x][Y] OpenGL 4.6 extension 'GL_ARB_shader_atomic_counter_ops'
[x][Y] OpenGL 4.6 extension 'GL_ARB_shader_draw_parameters'
[x][Y] OpenGL 4.6 extension 'GL_ARB_shader_group_vote'
[x][Y] OpenGL 4.6 extension 'GL_KHR_no_error'
[x] OpenGL 4.x extension 'GL_ARB_bindless_texture'
[x] NVidia extension 'GL_NV_command_list'
[x] NVidia extension 'GL_NV_shader_buffer_load'
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 0,  Vert 0,  Ind 0
###################################################
UseATIRenderFix=0
Use32bitZBuffer=1
UsePostFilter=5
xMSAA=16
UseCockpitShader90=0
LimitOpenGLVersion=45
RenderMan->UseARBBindLessTexture=0
GL->ARB_bindless_texture=1
GL->UseARBBindLessTexture=0
UseReversedZ=1
Use Reversed Z-Buffer
###################################################
 0 gtfUnused_Bit0=0
 1 gtfUnused_Bit1=0
 2 gtfUnused_Bit2=0
 3 gtfUseDither=0
 4 gtfPointSampling=0
 5 gtfWireFrameRender=0
 6 gtfDisableTextures=0
 7 gtfShowMaterials=0
 8 gtfUnused_Bit8=0
 9 gtfUnused_Bit9=512
10 gtfDisableAPIExtensions=0
11 gtfUnused_Bit11=0
12 gtfUnused_Bit12=0
13 gtfUnused_Bit13=0
14 gtfUnused_Bit14=16384
15 gtfUnused_Bit15=0
16 gtfTexAnisotropicExt=65536
17 gtfTexCompressARB=131072
18 gtfPolygonStipple=0
19 gtfHardwareTL=0
20 gtfUnused_Bit20=0
21 22 _gtfMipMapFiltering=6291456
23 gtfUnused_Bit23=0
24 gtfUnused_Bit24=0
25 gftUnused_Bit25=0
26 gftUnused_Bit26=0
27 gftUnused_Bit27=0
28 gftUnused_Bit28=0
###################################################
Sky=3
Water=4
WaterColor=0
Forest=3
ForestASync=0
ForestNine=1
Forest3Distance=5
LandShading=3
LandDetails=2
LandGeom=2
LandFogHaze=4
LandFogLow=0
HardwareShaders=1

VIEPORT=0 0 1920 1080
DEBUG: MSAA: max 32x
DEBUG: MSAA: GL->MAX_xMSAA= 16x

Loading vertex/fragment GLSL-programs:
Shader program 1...
[00_Invariant.glsl] - OK
Shader program 3...
[01_vpClearViewPort.glsl] + [01_fpClearViewPort.glsl] - OK
Shader program 4...
[02_vpLand2DRenderWorld.glsl] + [02_fpLand2DRenderWorld.glsl] - OK
Shader program 5...
[07_vpFillSolidArea.glsl] + [07_fpFillSolidArea.glsl] - OK
Shader program 6...
[08_vpCinemaDrawBlocks.glsl] + [08_fpCinemaDrawBlocks.glsl] - OK
Shader program 7...
[09_vpCinemaBlackScratches.glsl] + [09_fpCinemaBlackScratches.glsl] - OK
Shader program 8...
[10_vpCinemaWhiteScratches.glsl] + [10_fpCinemaWhiteScratches.glsl] - OK
Shader program 9...
[11_vpCinemaBlackThreads.glsl] + [11_fpCinemaBlackThreads.glsl] - OK
Shader program 10...
[12_vpCinemaSepiaFlickering.glsl] + [12_fpCinemaSepiaFlickering.glsl] - OK
Shader program 11...
[13_vpCinemaCorners.glsl] + [13_fpCinemaCorners.glsl] - OK
Shader program 12...
[14_vpSearchlights.glsl] + [14_fpSearchlights.glsl] - OK
Shader program 13...
[15_vpSearchlights2.glsl] + [15_fpSearchlights2.glsl] - OK
Shader program 14...
[16_vpOverLoadPlus.glsl] + [16_fpOverLoadPlus.glsl] - OK
Shader program 15...
[17_vpOverLoadMinus.glsl] + [17_fpOverLoadMinus.glsl] - OK
Shader program 16...
[18_vpSunGlare.glsl] + [18_fpSunGlare.glsl] - OK
Shader program 17...
[19_vpSunGlare2.glsl] + [19_fpSunGlare2.glsl] - OK
Shader program 18...
[00_vpFrameBuffer.glsl] + [00_fpFrameBuffer.glsl] - OK
Shader program 19...
[01_vpFrameBuffer.glsl] + [01_fpFrameBuffer.glsl] - OK
Shader program 20...
[02_vpFrameBuffer.glsl] + [02_fpFrameBuffer.glsl] - OK
Shader program 21...
[03_vpFrameBuffer.glsl] + [03_fpFrameBuffer.glsl] - OK
Shader program 22...
[04_vpFrameBuffer.glsl] + [04_fpFrameBuffer.glsl] - OK
Shader program 23...
[05_vpFrameBuffer.glsl] + [05_fpFrameBuffer.glsl] - OK
Shader program 24...
[00_vpMLAA.glsl] + [00_fpMLAA.glsl] - OK
Shader program 25...
[01_vpMLAA.glsl] + [01_fpMLAA.glsl] - OK
Shader program 26...
[02_vpMLAA.glsl] + [02_fpMLAA.glsl] - OK
Shader program 27...
[00_vpFogFar2Tex2D.glsl] + [00_fpFogFar2Tex2D.glsl] - OK
Shader program 28...
[01_vpFog2Tex2DBlend.glsl] + [01_fpFog2Tex2DBlend.glsl] - OK
Shader program 29...
[02_vpFogFar4Tex2D.glsl] + [02_fpFogFar4Tex2D.glsl] - OK
Shader program 30...
[03_vpFogNoTex.glsl] + [03_fpFogNoTex.glsl] - OK
Shader program 31...
[04_vpFog4Tex2D.glsl] + [04_fpCoastBump.glsl] - OK
Shader program 32...
[05_vpForest.glsl] + [05_gpForest.glsl] + [05_fpForest.glsl] - OK
Shader program 33...
[08_vpTexUVTex2D.glsl] + [08_fpTexUVTex2D.glsl] - OK
Shader program 34...
[09_vpStars.glsl] + [09_fpStars.glsl] - OK
Shader program 35...
[10_vpSortedListRender.glsl] + [10_fpSortedListRender.glsl] - OK
Shader program 36...
[11_vpShadowsEnd.glsl] + [11_fpShadowsEnd.glsl] - OK
Shader program 37...
[12_vpTriangleList80.glsl] + [12_fpTriangleList80.glsl] - OK
Shader program 38...
[13_vpTreeSprite.glsl] + [13_fpTreesSprites.glsl] - OK
Shader program 39...
[14_vpTreeTrunk.glsl] + [14_fpTreeTrunk.glsl] - OK
Shader program 40...
[15_vpVAObjectsN.glsl] + [15_fpVAObjectsN.glsl] - OK
Shader program 41...
[16_vpVAShadowsN.glsl] + [16_fpVAShadowsN.glsl] - OK
Shader program 42...
[17_vpWaterSunLight_FP.glsl] + [17_fpWaterSunLightFast.glsl] - OK
Shader program 43...
[18_vpWaterSunLight_FP.glsl] + [18_fpWaterSunLight.glsl] - OK
Shader program 44...
[19_vpWaterSunLight_FP.glsl] + [19_fpWaterSunLightBest.glsl] - OK
Shader program 45...
[20_vpFogFar2Tex2D.glsl] + [20_fpFogFar2Tex2D.glsl] - OK
Shader program 46...
[21_vpTreeShadow.glsl] + [21_fpTreeShadow.glsl] - OK
Shader p121b0:fixme:dsound:DSBufferProp_Set Unhandled propset: {91f9590f-c388-407a-84b0-1bae0ef71abc}
rogram 47...
[22_vp4Tex2D.glsl] + [22_fp4Tex2D.glsl] - OK
Shader program 48...
[23_vp4Tex2D.glsl] + [23_fp4Tex2D.glsl] - OK
Shader program 49...
[25_vp4Tex2D.glsl] + [25_fp4Tex2D.glsl] - OK
Shader program 50...
[26_vpTriangleList81.glsl] + [26_fpTriangleList81.glsl] - OK
Shader program 51...
[27_vpTriangleList81.glsl] + [27_fpTriangleList81.glsl] - OK
Shader program 52...
[28_vpTriangleList81.glsl] + [28_fpTriangleList81.glsl] - OK
Shader program 53...
[29_vpTriangleList81.glsl] + [29_fpTriangleList81.glsl] - OK
Shader program 54...
[31_vpTriangleList83.glsl] + [31_fpTriangleList83.glsl] - OK
Shader program 55...
[34_vpTriangleList83.glsl] + [34_fpTriangleList83.glsl] - OK
Shader program 56...
[35_vpMoon.glsl] + [35_fpMoon.glsl] - OK
Shader program 57...
[36_vpSun.glsl] + [36_fpSun.glsl] - OK
Shader program 58...
[37_vpFogCylinder.glsl] + [37_fpFogCylinder.glsl] - OK
Shader program 59...
[38_vpSky.glsl] + [38_fpSky.glsl] - OK
Shader program 60...
[39_vpDoublePassSpecular.glsl] + [39_fpDoublePassSpecular.glsl] - OK
Shader program 61...
[40_vpLightFlash.glsl] + [40_fpLightFlash.glsl] - OK
Shader program 62...
[41_vpRain.glsl] + [41_gpRain.glsl] + [41_fpRain.glsl] - OK
Shader program 63...
[42_vpRenderShadows.glsl] + [42_fpRenderShadows.glsl] - OK
Shader program 64...
[43_vpShadowsEndSmooth.glsl] + [43_fpShadowsEndSmooth.glsl] - OK
Shader program 65...
[44_vpTriangleListVA_TreeShadows.glsl] + [44_fpTriangleListVA_TreeShadows.glsl] - OK
Shader program 66...
[46_vpLandNoise.glsl] + [46_fpLandNoise.glsl] - OK
Shader program 67...
[47_vpDrawLines.glsl] + [47_fpDrawLines.glsl] - OK
Shader program 68...
[48_vpSpriteShadowsPolygonStipple.glsl] + [48_fpSpriteShadowsPolygonStipple.glsl] - OK
Shader program 69...
[49_vpSpritesNoSort.glsl] + [49_fpSpritesNoSort.glsl] - OK
Shader program 70...
[50_vpTriangleList82.glsl] + [50_fpTriangleList82.glsl] - OK
Shader program 71...
[51_vpTriangleList82.glsl] + [51_fpTriangleList82.glsl] - OK
Shader program 72...
[52_vpTriangleList82.glsl] + [52_fpTriangleList82.glsl] - OK
Shader program 73...
[53_vpTriangleList82.glsl] + [53_fpTriangleList82.glsl] - OK
Shader program 74...
[59_vpTriangleListShadow84.glsl] + [59_fpTriangleListShadow84.glsl] - OK
Shader program 75...
[60_vpTriangleListShadow84.glsl] + [60_fpTriangleListShadow84.glsl] - OK
Shader program 76...
[61_vpTriangleListShadow84.glsl] + [61_fpTriangleListShadow84.glsl] - OK
Shader program 77...
[63_vpTriangleListShadow84.glsl] + [63_fpTriangleListShadow84.glsl] - OK
Shader program 78...
[64_vpTriangleList83.glsl] + [64_gpTriangleList83.glsl] + [64_fpTriangleList83.glsl] - OK
Shader program 79...
[65_vpCubeSide.glsl] + [65_fpCubeSide.glsl] - OK
Shader program 80...
[66_vpSnow.glsl] + [66_gpSnow.glsl] + [66_fpSnow.glsl] - OK
Shader program 81...
[67_vpTriangleList83.glsl] + [67_gpTriangleList83.glsl] + [67_fpTriangleList83.glsl] - OK
Shader program 82...
[68_vpWaterSunLight_FP.glsl] + [68_fpWaterSunLightBest2.glsl] - OK
Shader program 83...
[69_vpWaterSunLightBest3.glsl] + [69_tcWaterSunLightBest3.glsl] + [69_teWaterSunLightBest3.glsl] + [69_fpWaterSunLightBest3.glsl] - OK
Shader program 84...
[70_vpFogFar4Tex2D.glsl] + [70_tcFogFar4Tex2D.glsl] + [70_teFogFar4Tex2D.glsl] + [70_fpFogFar4Tex2D.glsl] - OK
Shader program 85...
[90_vpTriangleListTL.glsl] + [90_fpTriangleListTL.glsl] - OK
Shader program 86...
[00_ComputeShader.glsl] - OK


DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3(maxBit=32)...
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 640 x 480 x 32 - 59 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 720 x 480 x 32 - 60 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 720 x 576 x 32 - 50 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 800 x 600 x 32 - 120 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1024 x 768 x 32 - 120 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1152 x 864 x 32 - 120 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1176 x 664 x 32 - 50 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScrDetect 'FastDetectMode=2' total time = 3566 ms
Detect 'FastDetectMode=2 (Cached)' total time = 0 ms
 DOT RANGE line   =   mp_dotrange FRIENDLY   DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
 DOT RANGE line   =   mp_dotrange FOE  DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Plugin 'MapLoad' loaded
Plugin 'Mission' loaded
Plugin 'MisAir' loaded
Plugin 'MisChief' loaded
Plugin 'MisStatic' loaded
Plugin 'MisRocket' loaded
Plugin 'MisHouse' loaded
Plugin 'MisTarget' loaded
Plugin 'MisBrief' loaded
Plugin 'MisBorn' loaded
Plugin 'MisStaticCamera' loaded
Plugin 'MisDestruction' loaded
Plugin 'MisFront' loaded
eenMode_DTEGet3 Found 1280 x 720 x 32 - 60 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1280 x 768 x 32 - 120 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1280 x 800 x 32 - 120 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1280 x 960 x 32 - 120 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1280 x 1024 x 32 - 120 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1360 x 768 x 32 - 120 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1366 x 768 x 32 - 120 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1440 x 1080 x 32 - 60 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1600 x 900 x 32 - 60 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1600 x 1024 x 32 - 60 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1600 x 1200 x 32 - 25 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1680 x 1050 x 32 - 60 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1768 x 992 x 32 - 25 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1920 x 1080 x 32 - 60 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1920 x 1200 x 32 - 25 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1920 x 1440 x 32 - 25 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 2048 x 1536 x 32 - 25 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 2560 x 1440 x 32 - 25 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 2560 x 1600 x 32 - 25 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 3840 x 2160 x 32 - 25 Hz
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3 Found 1440 x 900 x 32 - 120 Hz
DT.DLL yt2 DEBUG: 0 640 x 480 x 32
DT.DLL yt2 DEBUG: 1 720 x 480 x 32
DT.DLL yt2 DEBUG: 2 720 x 576 x 32
DT.DLL yt2 DEBUG: 3 800 x 600 x 32
DT.DLL yt2 DEBUG: 4 1024 x 768 x 32
DT.DLL yt2 DEBUG: 5 1152 x 864 x 32
DT.DLL yt2 DEBUG: 6 1176 x 664 x 32
DT.DLL yt2 DEBUG: 7 1280 x 720 x 32
DT.DLL yt2 DEBUG: 8 1280 x 768 x 32
DT.DLL yt2 DEBUG: 9 1280 x 800 x 32
DT.DLL yt2 DEBUG: 10 1280 x 960 x 32
DT.DLL yt2 DEBUG: 11 1280 x 1024 x 32
DT.DLL yt2 DEBUG: 12 1360 x 768 x 32
DT.DLL yt2 DEBUG: 13 1366 x 768 x 32
DT.DLL yt2 DEBUG: 14 1440 x 1080 x 32
DT.DLL yt2 DEBUG: 15 1600 x 900 x 32
DT.DLL yt2 DEBUG: 16 1600 x 1024 x 32
DT.DLL yt2 DEBUG: 17 1600 x 1200 x 32
DT.DLL yt2 DEBUG: 18 1680 x 1050 x 32
DT.DLL yt2 DEBUG: 19 1768 x 992 x 32
DT.DLL yt2 DEBUG: 20 1920 x 1080 x 32
DT.DLL yt2 DEBUG: 21 1920 x 1200 x 32
DT.DLL yt2 DEBUG: 22 1920 x 1440 x 32
DT.DLL yt2 DEBUG: 23 2048 x 1536 x 32
DT.DLL yt2 DEBUG: 24 2560 x 1440 x 32
DT.DLL yt2 DEBUG: 25 2560 x 1600 x 32
DT.DLL yt2 DEBUG: 26 3840 x 2160 x 32
DT.DLL yt2 DEBUG: 27 1440 x 900 x 32
DT.DLL yt2 DEBUG: Java_com_maddox_rts_ScreenMode_DTEGet3... Total VideoModes N=28 END
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Buffer caps : Transfer rate = 4096, CPU overhead = 0.
Default speaker config is : 8.
System speaker config is : Cannot get speaker config
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - ENABLED [3D sounds buffers : 128]
Extensions  - ENABLED :
  Creative EAX 1.0 [X]  - ENABLED
  Creative EAX 2.0 [X]  - ENABLED
  Creative EAX 3.0 [X]  - ENABLED
  Creative EAX 4.0 [X]  - ENABLED
  Creative EAX 5.0 [ ]  - disabled
  Interactive 3DL2 [ ]  - disabled
  Sensaura ZoomFX  [ ]  - disabled
  Sensaura MacroFX [ ]  - disabled
DEBUG: EAX4_Startup
SIMD render [X]
num channels 64

---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high

<snip>

Line 8418 :

SeveriSectFile load failed: null
java.io.FileNotFoundException
	at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:161)
	at com.maddox.rts.SFSReader.<init>(SFSReader.java:30)
	at com.maddox.rts.SectFile.loadFile(SectFile.java:379)
	at com.maddox.rts.SectFile.loadFile(SectFile.java:267)
	at com.maddox.rts.SectFile.<init>(SectFile.java:173)
	at com.maddox.rts.SectFile.<init>(SectFile.java:140)
	at com.maddox.il2.gui.GUIObjectInspector.fillObjects(GUIObjectInspector.java:155)
	at com.maddox.il2.gui.GUIObjectInspector._enter(GUIObjectInspector.java:84)
	at com.maddox.il2.gui.GUIObjectInspector.enterPush(GUIObjectInspector.java:69)
	at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:63)
	at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:52)
	at com.maddox.il2.gui.GUIView$DialogClient.notify(GUIView.java:54)
	at com.maddox.gwindow.GWindow.notify(GWindow.java:157)
	at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:54)
	at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:26)
	at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:94)
	at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:31)
	at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:576)
	at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:256)
	at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:73)
	at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:150)
	at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:103)
	at com.maddox.rts.Message._send(Message.java:1223)
	at com.maddox.rts.Message.sendToObject(Message.java:1197)
	at com.maddox.rts.Message.sendToArray(Message.java:1153)
	at com.maddox.rts.Message.sendTo(Message.java:1134)
	at com.maddox.rts.Message.trySend(Message.java:1121)
	at com.maddox.rts.Time.loopMessages(Time.java:261)
	at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:110)
	at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:165)
	at com.maddox.il2.game.Main.exec(Main.java:847)
	at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:607)
java.lang.IndexOutOfBoundsException: Index -1 out of bounds for length 0
	at java.base/jdk.internal.util.Preconditions.outOfBounds(Preconditions.java:100)
	at java.base/jdk.internal.util.Preconditions.outOfBoundsCheckIndex(Preconditions.java:106)
	at java.base/jdk.internal.util.Preconditions.checkIndex(Preconditions.java:302)
	at java.base/java.util.Objects.checkIndex(Objects.java:365)
	at java.base/java.util.ArrayList.get(ArrayList.java:428)
	at com.maddox.rts.SectFile.vars(SectFile.java:1057)
	at com.maddox.il2.gui.GUIObjectInspector.fillObjects(GUIObjectInspector.java:158)
	at com.maddox.il2.gui.GUIObjectInspector._enter(GUIObjectInspector.java:84)
	at com.maddox.il2.gui.GUIObjectInspector.enterPush(GUIObjectInspector.java:69)
	at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:63)
	at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:52)
	at com.maddox.il2.gui.GUIView$DialogClient.notify(GUIView.java:54)
	at com.maddox.gwindow.GWindow.notify(GWindow.java:157)
	at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:54)
	at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:26)
	at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:94)
	at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:31)
	at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:576)
	at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:256)
	at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:73)
	at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:150)
	at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:103)
	at com.maddox.rts.Message._send(Message.java:1223)
	at com.maddox.rts.Message.sendToObject(Message.java:1197)
	at com.maddox.rts.Message.sendToArray(Message.java:1153)
	at com.maddox.rts.Message.sendTo(Message.java:1134)
	at com.maddox.rts.Message.trySend(Message.java:1121)
	at com.maddox.rts.Time.loopMessages(Time.java:261)
	at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:110)
	at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:165)
	at com.maddox.il2.game.Main.exec(Main.java:847)
	at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:607)
ty: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high
---------------
Debug message (1282):
GL_INVALID_OPERATION error generated. The required buffer is missing.
Source: API
Type: Error
Severity: high

<snip>

Debug mess