Graphical improvements mod for Hyperdimension Neptunia Re;Birth1, Re;Birth2 and Re;Birth3 games.

Related tags

Game neptastic
Overview

Neptastic Mod

Graphical improvements mod for Hyperdimension Neptunia Re;Birth1, Re;Birth2 and Re;Birth3 games.

Features:

  • Resolution upscaling and downscaling
  • Fitting resolution to window size (Base game always renders at 1088p)
  • Disabled FXAA that degraded visuals inside dungeons
  • Tutorials don't break in Re;Birth3
  • Anisotropic texture filtering
  • FPS unlock for Re;Birth1 and Re;Birth2
  • Improved Bloom shader
  • Bloom intensity & contrast settings
  • Increased shadow quality - to 8192x8192 and beyond
  • Outlines intensity control, as well as optional simple outlines shader
  • VSync options: On, Off, Adaptive
  • Nep: Nep

In short:

main

Install:

  1. Download the latest .zip file from Releases
  2. Extract both files inside, opengl32.dll and nep.ini into the game's base folder.
    • You can find the game folder by right-clicking on your Nep game in Steam library, choosing "Properties", going to "Local files" tab and clicking "Browse".
  3. If installing for Re;Birth3: Created a folder named "Birth3" inside the base game folder and move the mod files into it.

Steam guides are available for Re;Birth1, Re;Birth2 and Re;Birth3!

Configure:

Default configuration already provides all the improvements, including 2.0x resolution and 4K shadows.
If you wish to tune it yourself - Open the nep.ini file with any text editor. If needed, right-click on it and go to "Open With"
All the options have self-explanatory names, mirroring the list of features, and have comments explaining their effect and suggested values.

If you ever mess up your configuration, you can just delete the nep.ini file, and a new one with default settings will be created next time you start the game.

Also, you can copy these config files between all three games.

Screenshots & Examples:

main

main

main

main

Credits:

Issues
  • RB1, RB2 crash on start, RB3 is okay probably

    RB1, RB2 crash on start, RB3 is okay probably

    1. Extracted v1.1.3 files to game directories
    2. Launched RB1, RB2
    3. Black game window
    4. "Sorry! Application has crashed"

    Removing the files restores game functionality

    RB3 launches fine but I did not check if the mod was working

    AMD 5600X RTX 3070

    bug 
    opened by NaanMan 22
  • Game white screen on start up

    Game white screen on start up

    https://pastebin.com/MAwT1Vdg

    The game start up and after the logo sound effect it just stuck there and I had to force it off, tried removing the mod and worked afterward.

    i7-10750H RTX20608gb with 16G ram, game is installed on a external drive since I'm using a laptop.

    I'm also using a external 2k monitor as my main display.

    sorry for the reopen this is my first time using github and im dumb

    opened by TobySealz 11
  • Rebirth 3 crashes randomly with neptastc installed.

    Rebirth 3 crashes randomly with neptastc installed.

    Rebirth 3 crashes randomly with neptastc installed. and its truly random, but seems to do it more when stating battle, and loading screens, so it might be transitions. the duration between crashes is pretty random, sometimes its less then 30 minutes, sometimes its a few hours, and sometimes it docent crash at all.

    attached is all my crash reports i have Hyperdimension Neptunia Re;Birth3.zip SHA1: a70f5b95c41ba356ed9df523d9fead28909344b1

    opened by mer2329 9
  • The resolution scaling breaks sometimes and renders at a much lower resolution than it should.

    The resolution scaling breaks sometimes and renders at a much lower resolution than it should.

    Sometimes when launching Rebirth 1 with this mod installed the game's rendering resolution will be much lower than it should be and make the game all pixelated/unplayable. It doesn't happen every time I launch the game but once it does it will happen every time after that until I turn my pc off. I haven't had the chance to play the other games so I don't know if it happens with them yet.

    This is an image to show what I mean. That's on a 1440p monitor with resolution scaling at 2.0. 20211122104721_1

    opened by HoundedoutBanger 8
  • Incompatible with GOG ReBirth 3

    Incompatible with GOG ReBirth 3

    Hi, the GOG executable is called "NeptuniaReBirth3_NS.exe", which neptastic isn't picking up. Also as a heads up, the GOG version doesn't have a ";" in the install directory, so dropping the files in the regular directory works for that version.

    opened by Worgit 7
  • 3D graphics go plain black on victory screen

    3D graphics go plain black on victory screen

    Hi! First, many thanks for this amazing mod.

    I have the trilogy on Steam with the last updates and I'm using the last version of your mod (1.1.4). The problem is that all the 3D graphics go plain black the exact moment the victory animation ends. The 2D graphics as the results/level up screen keep showing without problem. The game neither crash.

    R;B1: 20210729090526_1 20210729090527_1

    R;B2 20210729091602_1 20210729091602_2

    R;B3 20210729094759_2 20210729094759_3

    I also add my sepcs in case it would be of any help:

    • Screen: 2560x1440 / 144hz
    • OS: Windows 10 Pro 21H1
    • CPU: AMD Ryzen 9 5900X 12-Core Processor 3.70 GHz
    • RAM: 32GB DDR4 3200MHz
    • GPU: NVIDIA GTX 1070ti 8GB GDDR5
    bug 
    opened by Oscarg73 6
  • Unable to run

    Unable to run

    Spec:11800H,32G,3060 Driver:471.68

    After launch, game keeps white screen and has no respond,can only be killed by task manager

    Log File: [I]: Commence the Nep log for RB1 [V]: wglGetProcAddress: glBlendColor [V]: wglGetProcAddress: glBlendEquation [V]: wglGetProcAddress: glActiveTexture [V]: wglGetProcAddress: glSampleCoverage [V]: wglGetProcAddress: glClientActiveTexture [V]: wglGetProcAddress: glMultiTexCoord1f [V]: wglGetProcAddress: glMultiTexCoord1fv [V]: wglGetProcAddress: glMultiTexCoord2f [V]: wglGetProcAddress: glMultiTexCoord2fv [V]: wglGetProcAddress: glMultiTexCoord3f [V]: wglGetProcAddress: glMultiTexCoord3fv [V]: wglGetProcAddress: glMultiTexCoord4f [V]: wglGetProcAddress: glMultiTexCoord4fv [V]: wglGetProcAddress: glBlendFuncSeparate [V]: wglGetProcAddress: glPointParameterf [V]: wglGetProcAddress: glPointParameterfv [V]: wglGetProcAddress: glPointParameteri [V]: wglGetProcAddress: glFogCoordf [V]: wglGetProcAddress: glFogCoordfv [V]: wglGetProcAddress: glFogCoordPointer [V]: wglGetProcAddress: glSecondaryColor3f [V]: wglGetProcAddress: glSecondaryColor3fv [V]: wglGetProcAddress: glSecondaryColorPointer [V]: wglGetProcAddress: glBindBuffer [V]: wglGetProcAddress: glDeleteBuffers [V]: wglGetProcAddress: glGenBuffers [V]: wglGetProcAddress: glBufferData [V]: wglGetProcAddress: glBufferSubData [V]: wglGetProcAddress: glGetBufferSubData [V]: wglGetProcAddress: glMapBuffer [V]: wglGetProcAddress: glUnmapBuffer [V]: wglGetProcAddress: glGetBufferParameteriv [V]: wglGetProcAddress: glBlendEquationSeparate [V]: wglGetProcAddress: glStencilOpSeparate [V]: wglGetProcAddress: glStencilFuncSeparate [V]: wglGetProcAddress: glStencilMaskSeparate [V]: wglGetProcAddress: glAttachShader [V]: wglGetProcAddress: glBindAttribLocation [V]: wglGetProcAddress: glCompileShader [V]: wglGetProcAddress: glCreateProgram [V]: wglGetProcAddress: glCreateShader [V]: wglGetProcAddress: glDeleteProgram [V]: wglGetProcAddress: glDeleteShader [V]: wglGetProcAddress: glDisableVertexAttribArray [V]: wglGetProcAddress: glEnableVertexAttribArray [V]: wglGetProcAddress: glGetActiveAttrib [V]: wglGetProcAddress: glGetActiveUniform [V]: wglGetProcAddress: glGetAttribLocation [V]: wglGetProcAddress: glGetProgramiv [V]: wglGetProcAddress: glGetProgramInfoLog [V]: wglGetProcAddress: glGetShaderiv [V]: wglGetProcAddress: glGetShaderInfoLog [V]: wglGetProcAddress: glGetUniformLocation [V]: wglGetProcAddress: glLinkProgram [V]: wglGetProcAddress: glShaderSource [V]: wglGetProcAddress: glUseProgram [V]: wglGetProcAddress: glUniform1f [V]: wglGetProcAddress: glUniform2f [V]: wglGetProcAddress: glUniform3f [V]: wglGetProcAddress: glUniform4f [V]: wglGetProcAddress: glUniform1i [V]: wglGetProcAddress: glUniform2i [V]: wglGetProcAddress: glUniform3i [V]: wglGetProcAddress: glUniform4i [V]: wglGetProcAddress: glUniform1fv [V]: wglGetProcAddress: glUniform2fv [V]: wglGetProcAddress: glUniform3fv [V]: wglGetProcAddress: glUniform4fv [V]: wglGetProcAddress: glUniform1iv [V]: wglGetProcAddress: glUniform2iv [V]: wglGetProcAddress: glUniform3iv [V]: wglGetProcAddress: glUniform4iv [V]: wglGetProcAddress: glVertexAttrib1d [V]: wglGetProcAddress: glVertexAttrib1dv [V]: wglGetProcAddress: glVertexAttrib1f [V]: wglGetProcAddress: glVertexAttrib1fv [V]: wglGetProcAddress: glVertexAttrib1s [V]: wglGetProcAddress: glVertexAttrib1sv [V]: wglGetProcAddress: glVertexAttrib2d [V]: wglGetProcAddress: glVertexAttrib2dv [V]: wglGetProcAddress: glVertexAttrib2f [V]: wglGetProcAddress: glVertexAttrib2fv [V]: wglGetProcAddress: glVertexAttrib2s [V]: wglGetProcAddress: glVertexAttrib2sv [V]: wglGetProcAddress: glVertexAttrib3d [V]: wglGetProcAddress: glVertexAttrib3dv [V]: wglGetProcAddress: glVertexAttrib3f [V]: wglGetProcAddress: glVertexAttrib3fv [V]: wglGetProcAddress: glVertexAttrib3s [V]: wglGetProcAddress: glVertexAttrib3sv [V]: wglGetProcAddress: glVertexAttrib4Nub [V]: wglGetProcAddress: glVertexAttrib4d [V]: wglGetProcAddress: glVertexAttrib4dv [V]: wglGetProcAddress: glVertexAttrib4f [V]: wglGetProcAddress: glVertexAttrib4fv [V]: wglGetProcAddress: glVertexAttrib4s [V]: wglGetProcAddress: glVertexAttrib4sv [V]: wglGetProcAddress: glVertexAttrib4ubv [V]: wglGetProcAddress: glVertexAttribPointer [V]: wglGetProcAddress: glBindBufferBase [V]: wglGetProcAddress: glUniform1uiv [V]: wglGetProcAddress: glUniform2uiv [V]: wglGetProcAddress: glUniform3uiv [V]: wglGetProcAddress: glUniform4uiv [V]: wglGetProcAddress: glActiveTextureARB [V]: wglGetProcAddress: glClientActiveTextureARB [V]: wglGetProcAddress: glMultiTexCoord1fvARB [V]: wglGetProcAddress: glMultiTexCoord2fvARB [V]: wglGetProcAddress: glMultiTexCoord3fvARB [V]: wglGetProcAddress: glMultiTexCoord4fvARB [V]: wglGetProcAddress: glPointParameterfARB [V]: wglGetProcAddress: glPointParameterfvARB [V]: wglGetProcAddress: glVertexAttrib1dARB [V]: wglGetProcAddress: glVertexAttrib1dvARB [V]: wglGetProcAddress: glVertexAttrib1fARB [V]: wglGetProcAddress: glVertexAttrib1fvARB [V]: wglGetProcAddress: glVertexAttrib1sARB [V]: wglGetProcAddress: glVertexAttrib1svARB [V]: wglGetProcAddress: glVertexAttrib2dARB [V]: wglGetProcAddress: glVertexAttrib2dvARB [V]: wglGetProcAddress: glVertexAttrib2fARB [V]: wglGetProcAddress: glVertexAttrib2fvARB [V]: wglGetProcAddress: glVertexAttrib2sARB [V]: wglGetProcAddress: glVertexAttrib2svARB [V]: wglGetProcAddress: glVertexAttrib3dARB [V]: wglGetProcAddress: glVertexAttrib3dvARB [V]: wglGetProcAddress: glVertexAttrib3fARB [V]: wglGetProcAddress: glVertexAttrib3fvARB [V]: wglGetProcAddress: glVertexAttrib3sARB [V]: wglGetProcAddress: glVertexAttrib3svARB [V]: wglGetProcAddress: glVertexAttrib4NubARB [V]: wglGetProcAddress: glVertexAttrib4dARB [V]: wglGetProcAddress: glVertexAttrib4dvARB [V]: wglGetProcAddress: glVertexAttrib4fARB [V]: wglGetProcAddress: glVertexAttrib4fvARB [V]: wglGetProcAddress: glVertexAttrib4sARB [V]: wglGetProcAddress: glVertexAttrib4svARB [V]: wglGetProcAddress: glVertexAttrib4ubvARB [V]: wglGetProcAddress: glVertexAttribPointerARB [V]: wglGetProcAddress: glEnableVertexAttribArrayARB [V]: wglGetProcAddress: glDisableVertexAttribArrayARB [V]: wglGetProcAddress: glProgramStringARB [V]: wglGetProcAddress: glBindProgramARB [V]: wglGetProcAddress: glDeleteProgramsARB [V]: wglGetProcAddress: glGenProgramsARB [V]: wglGetProcAddress: glProgramEnvParameter4dARB [V]: wglGetProcAddress: glProgramEnvParameter4dvARB [V]: wglGetProcAddress: glProgramEnvParameter4fARB [V]: wglGetProcAddress: glProgramEnvParameter4fvARB [V]: wglGetProcAddress: glProgramLocalParameter4dARB [V]: wglGetProcAddress: glProgramLocalParameter4dvARB [V]: wglGetProcAddress: glProgramLocalParameter4fARB [V]: wglGetProcAddress: glProgramLocalParameter4fvARB [V]: wglGetProcAddress: glGetProgramLocalParameterdvARB [V]: wglGetProcAddress: glGetProgramivARB [V]: wglGetProcAddress: glGetUniformBlockIndex [V]: wglGetProcAddress: glUniformBlockBinding [V]: wglGetProcAddress: glBlendColorEXT [V]: wglGetProcAddress: glBlendEquationEXT [V]: wglGetProcAddress: glPointParameterfEXT [V]: wglGetProcAddress: glPointParameterfvEXT [V]: wglGetProcAddress: glSecondaryColor3fEXT [V]: wglGetProcAddress: glSecondaryColor3fvEXT [V]: wglGetProcAddress: glSecondaryColorPointerEXT [V]: wglGetProcAddress: glFogCoordfvEXT [V]: wglGetProcAddress: glFogCoordPointerEXT [V]: wglGetProcAddress: glBlendFuncSeparateEXT [V]: wglGetProcAddress: glCombinerParameterfvNV [V]: wglGetProcAddress: glCombinerParameterfNV [V]: wglGetProcAddress: glCombinerParameterivNV [V]: wglGetProcAddress: glCombinerParameteriNV [V]: wglGetProcAddress: glCombinerInputNV [V]: wglGetProcAddress: glCombinerOutputNV [V]: wglGetProcAddress: glFinalCombinerInputNV [V]: wglGetProcAddress: glCombinerStageParameterfvNV [V]: wglGetProcAddress: glGetCombinerStageParameterfvNV [V]: wglGetProcAddress: glBindProgramNV [V]: wglGetProcAddress: glDeleteProgramsNV [V]: wglGetProcAddress: glGenProgramsNV [V]: wglGetProcAddress: glGetTrackMatrixivNV [V]: wglGetProcAddress: glLoadProgramNV [V]: wglGetProcAddress: glProgramParameter4dNV [V]: wglGetProcAddress: glProgramParameter4dvNV [V]: wglGetProcAddress: glProgramParameter4fNV [V]: wglGetProcAddress: glProgramParameter4fvNV [V]: wglGetProcAddress: glVertexAttribPointerNV [V]: wglGetProcAddress: glVertexAttrib1dNV [V]: wglGetProcAddress: glVertexAttrib1dvNV [V]: wglGetProcAddress: glVertexAttrib1fNV [V]: wglGetProcAddress: glVertexAttrib1fvNV [V]: wglGetProcAddress: glVertexAttrib1sNV [V]: wglGetProcAddress: glVertexAttrib1svNV [V]: wglGetProcAddress: glVertexAttrib2dNV [V]: wglGetProcAddress: glVertexAttrib2dvNV [V]: wglGetProcAddress: glVertexAttrib2fNV [V]: wglGetProcAddress: glVertexAttrib2fvNV [V]: wglGetProcAddress: glVertexAttrib2sNV [V]: wglGetProcAddress: glVertexAttrib2svNV [V]: wglGetProcAddress: glVertexAttrib3dNV [V]: wglGetProcAddress: glVertexAttrib3dvNV [V]: wglGetProcAddress: glVertexAttrib3fNV [V]: wglGetProcAddress: glVertexAttrib3fvNV [V]: wglGetProcAddress: glVertexAttrib3sNV [V]: wglGetProcAddress: glVertexAttrib3svNV [V]: wglGetProcAddress: glVertexAttrib4dNV [V]: wglGetProcAddress: glVertexAttrib4dvNV [V]: wglGetProcAddress: glVertexAttrib4fNV [V]: wglGetProcAddress: glVertexAttrib4fvNV [V]: wglGetProcAddress: glVertexAttrib4sNV [V]: wglGetProcAddress: glVertexAttrib4svNV [V]: wglGetProcAddress: glVertexAttrib4ubNV [V]: wglGetProcAddress: glVertexAttrib4ubvNV [V]: wglGetProcAddress: glPointParameteriNV [V]: wglGetProcAddress: glActiveStencilFaceEXT [V]: wglGetProcAddress: glProgramNamedParameter4fNV [V]: wglGetProcAddress: glProgramNamedParameter4dNV [V]: wglGetProcAddress: glProgramNamedParameter4fvNV [V]: wglGetProcAddress: glProgramNamedParameter4dvNV [V]: wglGetProcAddress: glDepthBoundsEXT [V]: wglGetProcAddress: glBlendEquationSeparateEXT [V]: wglGetProcAddress: glProgramEnvParameters4fvEXT [V]: wglGetProcAddress: glProgramLocalParameters4fvEXT [V]: wglGetProcAddress: glProgramLocalParameterI4ivNV [V]: wglGetProcAddress: glProgramEnvParameterI4ivNV [V]: wglGetProcAddress: glProgramVertexLimitNV [V]: wglGetProcAddress: glProgramParameteriEXT [V]: wglGetProcAddress: glUniform1uivEXT [V]: wglGetProcAddress: glUniform2uivEXT [V]: wglGetProcAddress: glUniform3uivEXT [V]: wglGetProcAddress: glUniform4uivEXT [V]: wglGetProcAddress: glEnableIndexedEXT [V]: wglGetProcAddress: glDisableIndexedEXT [V]: wglGetProcAddress: glBindBufferBaseNV [V]: wglGetProcAddress: glMatrixLoadfEXT [V]: wglGetProcAddress: glMatrixLoadIdentityEXT [V]: wglGetProcAddress: glTextureParameterfEXT [V]: wglGetProcAddress: glTextureParameterfvEXT [V]: wglGetProcAddress: glTextureParameteriEXT [V]: wglGetProcAddress: glBindMultiTextureEXT [V]: wglGetProcAddress: glEnableClientStateIndexedEXT [V]: wglGetProcAddress: glDisableClientStateIndexedEXT [V]: wglGetProcAddress: glMultiTexCoordPointerEXT [V]: wglGetProcAddress: glMultiTexEnvfEXT [V]: wglGetProcAddress: glMultiTexEnvfvEXT [V]: wglGetProcAddress: glMultiTexEnviEXT [V]: wglGetProcAddress: glMultiTexGenfvEXT [V]: wglGetProcAddress: glMultiTexGeniEXT [V]: wglGetProcAddress: glNamedProgramLocalParameter4fvEXT [V]: wglGetProcAddress: glNamedProgramLocalParameters4fvEXT [V]: wglGetProcAddress: glNamedProgramLocalParameterI4ivEXT [V]: wglGetProcAddress: glProgramUniform1iEXT [V]: wglGetProcAddress: glProgramUniform1fvEXT [V]: wglGetProcAddress: glProgramUniform2fvEXT [V]: wglGetProcAddress: glProgramUniform3fvEXT [V]: wglGetProcAddress: glProgramUniform4fvEXT [V]: wglGetProcAddress: glProgramUniform1ivEXT [V]: wglGetProcAddress: glProgramUniform2ivEXT [V]: wglGetProcAddress: glProgramUniform3ivEXT [V]: wglGetProcAddress: glProgramUniform4ivEXT [V]: wglGetProcAddress: glProgramUniform1uivEXT [V]: wglGetProcAddress: glProgramUniform2uivEXT [V]: wglGetProcAddress: glProgramUniform3uivEXT [V]: wglGetProcAddress: glProgramUniform4uivEXT [V]: wglGetProcAddress: glNamedBufferDataEXT [V]: wglGetProcAddress: glNamedBufferSubDataEXT [V]: wglGetProcAddress: glMapNamedBufferEXT [V]: wglGetProcAddress: glUnmapNamedBufferEXT [V]: wglGetProcAddress: glGetNamedBufferParameterivEXT [V]: wglGetProcAddress: glGetNamedBufferSubDataEXT [V]: wglGetProcAddress: glCopyTexSubImage3D [V]: wglGetProcAddress: glDrawRangeElements [V]: wglGetProcAddress: glTexImage3D [V]: wglGetProcAddress: glTexSubImage3D [V]: wglGetProcAddress: glActiveTexture [V]: wglGetProcAddress: glClientActiveTexture [V]: wglGetProcAddress: glCompressedTexImage1D [V]: wglGetProcAddress: glCompressedTexImage2D [V]: wglGetProcAddress: glCompressedTexImage3D [V]: wglGetProcAddress: glCompressedTexSubImage1D [V]: wglGetProcAddress: glCompressedTexSubImage2D [V]: wglGetProcAddress: glCompressedTexSubImage3D [V]: wglGetProcAddress: glGetCompressedTexImage [V]: wglGetProcAddress: glLoadTransposeMatrixd [V]: wglGetProcAddress: glLoadTransposeMatrixf [V]: wglGetProcAddress: glMultTransposeMatrixd [V]: wglGetProcAddress: glMultTransposeMatrixf [V]: wglGetProcAddress: glMultiTexCoord1d [V]: wglGetProcAddress: glMultiTexCoord1dv [V]: wglGetProcAddress: glMultiTexCoord1f [V]: wglGetProcAddress: glMultiTexCoord1fv [V]: wglGetProcAddress: glMultiTexCoord1i [V]: wglGetProcAddress: glMultiTexCoord1iv [V]: wglGetProcAddress: glMultiTexCoord1s [V]: wglGetProcAddress: glMultiTexCoord1sv [V]: wglGetProcAddress: glMultiTexCoord2d [V]: wglGetProcAddress: glMultiTexCoord2dv [V]: wglGetProcAddress: glMultiTexCoord2f [V]: wglGetProcAddress: glMultiTexCoord2fv [V]: wglGetProcAddress: glMultiTexCoord2i [V]: wglGetProcAddress: glMultiTexCoord2iv [V]: wglGetProcAddress: glMultiTexCoord2s [V]: wglGetProcAddress: glMultiTexCoord2sv [V]: wglGetProcAddress: glMultiTexCoord3d [V]: wglGetProcAddress: glMultiTexCoord3dv [V]: wglGetProcAddress: glMultiTexCoord3f [V]: wglGetProcAddress: glMultiTexCoord3fv [V]: wglGetProcAddress: glMultiTexCoord3i [V]: wglGetProcAddress: glMultiTexCoord3iv [V]: wglGetProcAddress: glMultiTexCoord3s [V]: wglGetProcAddress: glMultiTexCoord3sv [V]: wglGetProcAddress: glMultiTexCoord4d [V]: wglGetProcAddress: glMultiTexCoord4dv [V]: wglGetProcAddress: glMultiTexCoord4f [V]: wglGetProcAddress: glMultiTexCoord4fv [V]: wglGetProcAddress: glMultiTexCoord4i [V]: wglGetProcAddress: glMultiTexCoord4iv [V]: wglGetProcAddress: glMultiTexCoord4s [V]: wglGetProcAddress: glMultiTexCoord4sv [V]: wglGetProcAddress: glSampleCoverage [V]: wglGetProcAddress: glBlendColor [V]: wglGetProcAddress: glBlendEquation [V]: wglGetProcAddress: glBlendFuncSeparate [V]: wglGetProcAddress: glFogCoordPointer [V]: wglGetProcAddress: glFogCoordd [V]: wglGetProcAddress: glFogCoorddv [V]: wglGetProcAddress: glFogCoordf [V]: wglGetProcAddress: glFogCoordfv [V]: wglGetProcAddress: glMultiDrawArrays [V]: wglGetProcAddress: glMultiDrawElements [V]: wglGetProcAddress: glPointParameterf [V]: wglGetProcAddress: glPointParameterfv [V]: wglGetProcAddress: glPointParameteri [V]: wglGetProcAddress: glPointParameteriv [V]: wglGetProcAddress: glSecondaryColor3b [V]: wglGetProcAddress: glSecondaryColor3bv [V]: wglGetProcAddress: glSecondaryColor3d [V]: wglGetProcAddress: glSecondaryColor3dv [V]: wglGetProcAddress: glSecondaryColor3f [V]: wglGetProcAddress: glSecondaryColor3fv [V]: wglGetProcAddress: glSecondaryColor3i [V]: wglGetProcAddress: glSecondaryColor3iv [V]: wglGetProcAddress: glSecondaryColor3s [V]: wglGetProcAddress: glSecondaryColor3sv [V]: wglGetProcAddress: glSecondaryColor3ub [V]: wglGetProcAddress: glSecondaryColor3ubv [V]: wglGetProcAddress: glSecondaryColor3ui [V]: wglGetProcAddress: glSecondaryColor3uiv [V]: wglGetProcAddress: glSecondaryColor3us [V]: wglGetProcAddress: glSecondaryColor3usv [V]: wglGetProcAddress: glSecondaryColorPointer [V]: wglGetProcAddress: glWindowPos2d [V]: wglGetProcAddress: glWindowPos2dv [V]: wglGetProcAddress: glWindowPos2f [V]: wglGetProcAddress: glWindowPos2fv [V]: wglGetProcAddress: glWindowPos2i [V]: wglGetProcAddress: glWindowPos2iv [V]: wglGetProcAddress: glWindowPos2s [V]: wglGetProcAddress: glWindowPos2sv [V]: wglGetProcAddress: glWindowPos3d [V]: wglGetProcAddress: glWindowPos3dv [V]: wglGetProcAddress: glWindowPos3f [V]: wglGetProcAddress: glWindowPos3fv [V]: wglGetProcAddress: glWindowPos3i [V]: wglGetProcAddress: glWindowPos3iv [V]: wglGetProcAddress: glWindowPos3s [V]: wglGetProcAddress: glWindowPos3sv [V]: wglGetProcAddress: glBeginQuery [V]: wglGetProcAddress: glBindBuffer [V]: wglGetProcAddress: glBufferData [V]: wglGetProcAddress: glBufferSubData [V]: wglGetProcAddress: glDeleteBuffers [V]: wglGetProcAddress: glDeleteQueries [V]: wglGetProcAddress: glEndQuery [V]: wglGetProcAddress: glGenBuffers [V]: wglGetProcAddress: glGenQueries [V]: wglGetProcAddress: glGetBufferParameteriv [V]: wglGetProcAddress: glGetBufferPointerv [V]: wglGetProcAddress: glGetBufferSubData [V]: wglGetProcAddress: glGetQueryObjectiv [V]: wglGetProcAddress: glGetQueryObjectuiv [V]: wglGetProcAddress: glGetQueryiv [V]: wglGetProcAddress: glIsBuffer [V]: wglGetProcAddress: glIsQuery [V]: wglGetProcAddress: glMapBuffer [V]: wglGetProcAddress: glUnmapBuffer [V]: wglGetProcAddress: glAttachShader [V]: wglGetProcAddress: glBindAttribLocation [V]: wglGetProcAddress: glBlendEquationSeparate [V]: wglGetProcAddress: glCompileShader [V]: wglGetProcAddress: glCreateProgram [V]: wglGetProcAddress: glCreateShader [V]: wglGetProcAddress: glDeleteProgram [V]: wglGetProcAddress: glDeleteShader [V]: wglGetProcAddress: glDetachShader [V]: wglGetProcAddress: glDisableVertexAttribArray [V]: wglGetProcAddress: glDrawBuffers [V]: wglGetProcAddress: glEnableVertexAttribArray [V]: wglGetProcAddress: glGetActiveAttrib [V]: wglGetProcAddress: glGetActiveUniform [V]: wglGetProcAddress: glGetAttachedShaders [V]: wglGetProcAddress: glGetAttribLocation [V]: wglGetProcAddress: glGetProgramInfoLog [V]: wglGetProcAddress: glGetProgramiv [V]: wglGetProcAddress: glGetShaderInfoLog [V]: wglGetProcAddress: glGetShaderSource [V]: wglGetProcAddress: glGetShaderiv [V]: wglGetProcAddress: glGetUniformLocation [V]: wglGetProcAddress: glGetUniformfv [V]: wglGetProcAddress: glGetUniformiv [V]: wglGetProcAddress: glGetVertexAttribPointerv [V]: wglGetProcAddress: glGetVertexAttribdv [V]: wglGetProcAddress: glGetVertexAttribfv [V]: wglGetProcAddress: glGetVertexAttribiv [V]: wglGetProcAddress: glIsProgram [V]: wglGetProcAddress: glIsShader [V]: wglGetProcAddress: glLinkProgram [V]: wglGetProcAddress: glShaderSource [V]: wglGetProcAddress: glStencilFuncSeparate [V]: wglGetProcAddress: glStencilMaskSeparate [V]: wglGetProcAddress: glStencilOpSeparate [V]: wglGetProcAddress: glUniform1f [V]: wglGetProcAddress: glUniform1fv [V]: wglGetProcAddress: glUniform1i [V]: wglGetProcAddress: glUniform1iv [V]: wglGetProcAddress: glUniform2f [V]: wglGetProcAddress: glUniform2fv [V]: wglGetProcAddress: glUniform2i [V]: wglGetProcAddress: glUniform2iv [V]: wglGetProcAddress: glUniform3f [V]: wglGetProcAddress: glUniform3fv [V]: wglGetProcAddress: glUniform3i [V]: wglGetProcAddress: glUniform3iv [V]: wglGetProcAddress: glUniform4f [V]: wglGetProcAddress: glUniform4fv [V]: wglGetProcAddress: glUniform4i [V]: wglGetProcAddress: glUniform4iv [V]: wglGetProcAddress: glUniformMatrix2fv [V]: wglGetProcAddress: glUniformMatrix3fv [V]: wglGetProcAddress: glUniformMatrix4fv [V]: wglGetProcAddress: glUseProgram [V]: wglGetProcAddress: glValidateProgram [V]: wglGetProcAddress: glVertexAttrib1d [V]: wglGetProcAddress: glVertexAttrib1dv [V]: wglGetProcAddress: glVertexAttrib1f [V]: wglGetProcAddress: glVertexAttrib1fv [V]: wglGetProcAddress: glVertexAttrib1s [V]: wglGetProcAddress: glVertexAttrib1sv [V]: wglGetProcAddress: glVertexAttrib2d [V]: wglGetProcAddress: glVertexAttrib2dv [V]: wglGetProcAddress: glVertexAttrib2f [V]: wglGetProcAddress: glVertexAttrib2fv [V]: wglGetProcAddress: glVertexAttrib2s [V]: wglGetProcAddress: glVertexAttrib2sv [V]: wglGetProcAddress: glVertexAttrib3d [V]: wglGetProcAddress: glVertexAttrib3dv [V]: wglGetProcAddress: glVertexAttrib3f [V]: wglGetProcAddress: glVertexAttrib3fv [V]: wglGetProcAddress: glVertexAttrib3s [V]: wglGetProcAddress: glVertexAttrib3sv [V]: wglGetProcAddress: glVertexAttrib4Nbv [V]: wglGetProcAddress: glVertexAttrib4Niv [V]: wglGetProcAddress: glVertexAttrib4Nsv [V]: wglGetProcAddress: glVertexAttrib4Nub [V]: wglGetProcAddress: glVertexAttrib4Nubv [V]: wglGetProcAddress: glVertexAttrib4Nuiv [V]: wglGetProcAddress: glVertexAttrib4Nusv [V]: wglGetProcAddress: glVertexAttrib4bv [V]: wglGetProcAddress: glVertexAttrib4d [V]: wglGetProcAddress: glVertexAttrib4dv [V]: wglGetProcAddress: glVertexAttrib4f [V]: wglGetProcAddress: glVertexAttrib4fv [V]: wglGetProcAddress: glVertexAttrib4iv [V]: wglGetProcAddress: glVertexAttrib4s [V]: wglGetProcAddress: glVertexAttrib4sv [V]: wglGetProcAddress: glVertexAttrib4ubv [V]: wglGetProcAddress: glVertexAttrib4uiv [V]: wglGetProcAddress: glVertexAttrib4usv [V]: wglGetProcAddress: glVertexAttribPointer [V]: wglGetProcAddress: glUniformMatrix2x3fv [V]: wglGetProcAddress: glUniformMatrix2x4fv [V]: wglGetProcAddress: glUniformMatrix3x2fv [V]: wglGetProcAddress: glUniformMatrix3x4fv [V]: wglGetProcAddress: glUniformMatrix4x2fv [V]: wglGetProcAddress: glUniformMatrix4x3fv [V]: wglGetProcAddress: glBeginConditionalRender [V]: wglGetProcAddress: glBeginTransformFeedback [V]: wglGetProcAddress: glBindFragDataLocation [V]: wglGetProcAddress: glClampColor [V]: wglGetProcAddress: glClearBufferfi [V]: wglGetProcAddress: glClearBufferfv [V]: wglGetProcAddress: glClearBufferiv [V]: wglGetProcAddress: glClearBufferuiv [V]: wglGetProcAddress: glColorMaski [V]: wglGetProcAddress: glDisablei [V]: wglGetProcAddress: glEnablei [V]: wglGetProcAddress: glEndConditionalRender [V]: wglGetProcAddress: glEndTransformFeedback [V]: wglGetProcAddress: glGetBooleani_v [V]: wglGetProcAddress: glGetFragDataLocation [V]: wglGetProcAddress: glGetStringi [V]: wglGetProcAddress: glGetTexParameterIiv [V]: wglGetProcAddress: glGetTexParameterIuiv [V]: wglGetProcAddress: glGetTransformFeedbackVarying [V]: wglGetProcAddress: glGetUniformuiv [V]: wglGetProcAddress: glGetVertexAttribIiv [V]: wglGetProcAddress: glGetVertexAttribIuiv [V]: wglGetProcAddress: glIsEnabledi [V]: wglGetProcAddress: glTexParameterIiv [V]: wglGetProcAddress: glTexParameterIuiv [V]: wglGetProcAddress: glTransformFeedbackVaryings [V]: wglGetProcAddress: glUniform1ui [V]: wglGetProcAddress: glUniform1uiv [V]: wglGetProcAddress: glUniform2ui [V]: wglGetProcAddress: glUniform2uiv [V]: wglGetProcAddress: glUniform3ui [V]: wglGetProcAddress: glUniform3uiv [V]: wglGetProcAddress: glUniform4ui [V]: wglGetProcAddress: glUniform4uiv [V]: wglGetProcAddress: glVertexAttribI1i [V]: wglGetProcAddress: glVertexAttribI1iv [V]: wglGetProcAddress: glVertexAttribI1ui [V]: wglGetProcAddress: glVertexAttribI1uiv [V]: wglGetProcAddress: glVertexAttribI2i [V]: wglGetProcAddress: glVertexAttribI2iv [V]: wglGetProcAddress: glVertexAttribI2ui [V]: wglGetProcAddress: glVertexAttribI2uiv [V]: wglGetProcAddress: glVertexAttribI3i [V]: wglGetProcAddress: glVertexAttribI3iv [V]: wglGetProcAddress: glVertexAttribI3ui [V]: wglGetProcAddress: glVertexAttribI3uiv [V]: wglGetProcAddress: glVertexAttribI4bv [V]: wglGetProcAddress: glVertexAttribI4i [V]: wglGetProcAddress: glVertexAttribI4iv [V]: wglGetProcAddress: glVertexAttribI4sv [V]: wglGetProcAddress: glVertexAttribI4ubv [V]: wglGetProcAddress: glVertexAttribI4ui [V]: wglGetProcAddress: glVertexAttribI4uiv [V]: wglGetProcAddress: glVertexAttribI4usv [V]: wglGetProcAddress: glVertexAttribIPointer [V]: wglGetProcAddress: glDrawArraysInstanced [V]: wglGetProcAddress: glDrawElementsInstanced [V]: wglGetProcAddress: glPrimitiveRestartIndex [V]: wglGetProcAddress: glTexBuffer [V]: wglGetProcAddress: glFramebufferTexture [V]: wglGetProcAddress: glGetBufferParameteri64v [V]: wglGetProcAddress: glGetInteger64i_v [V]: wglGetProcAddress: glVertexAttribDivisor [V]: wglGetProcAddress: glBlendEquationSeparatei [V]: wglGetProcAddress: glBlendEquationi [V]: wglGetProcAddress: glBlendFuncSeparatei [V]: wglGetProcAddress: glBlendFunci [V]: wglGetProcAddress: glMinSampleShading [V]: wglGetProcAddress: glMultiDrawArraysIndirectAMD [V]: wglGetProcAddress: glMultiDrawElementsIndirectAMD [V]: wglGetProcAddress: glClearDepthf [V]: wglGetProcAddress: glDepthRangef [V]: wglGetProcAddress: glGetShaderPrecisionFormat [V]: wglGetProcAddress: glReleaseShaderCompiler [V]: wglGetProcAddress: glShaderBinary [V]: wglGetProcAddress: glMemoryBarrierByRegion [V]: wglGetProcAddress: glDrawArraysInstancedBaseInstance [V]: wglGetProcAddress: glDrawElementsInstancedBaseInstance [V]: wglGetProcAddress: glDrawElementsInstancedBaseVertexBaseInstance [V]: wglGetProcAddress: glGetImageHandleARB [V]: wglGetProcAddress: glGetTextureHandleARB [V]: wglGetProcAddress: glGetTextureSamplerHandleARB [V]: wglGetProcAddress: glGetVertexAttribLui64vARB [V]: wglGetProcAddress: glIsImageHandleResidentARB [V]: wglGetProcAddress: glIsTextureHandleResidentARB [V]: wglGetProcAddress: glMakeImageHandleNonResidentARB [V]: wglGetProcAddress: glMakeImageHandleResidentARB [V]: wglGetProcAddress: glMakeTextureHandleNonResidentARB [V]: wglGetProcAddress: glMakeTextureHandleResidentARB [V]: wglGetProcAddress: glProgramUniformHandleui64ARB [V]: wglGetProcAddress: glProgramUniformHandleui64vARB [V]: wglGetProcAddress: glUniformHandleui64ARB [V]: wglGetProcAddress: glUniformHandleui64vARB [V]: wglGetProcAddress: glVertexAttribL1ui64ARB [V]: wglGetProcAddress: glVertexAttribL1ui64vARB [V]: wglGetProcAddress: glBindFragDataLocationIndexed [V]: wglGetProcAddress: glGetFragDataIndex [V]: wglGetProcAddress: glBufferStorage [V]: wglGetProcAddress: glNamedBufferStorageEXT [V]: wglGetProcAddress: glClearBufferData [V]: wglGetProcAddress: glClearBufferSubData [V]: wglGetProcAddress: glClearNamedBufferDataEXT [V]: wglGetProcAddress: glClearNamedBufferSubDataEXT [V]: wglGetProcAddress: glClearTexImage [V]: wglGetProcAddress: glClearTexSubImage [V]: wglGetProcAddress: glClipControl [V]: wglGetProcAddress: glClampColorARB [V]: wglGetProcAddress: glDispatchCompute [V]: wglGetProcAddress: glDispatchComputeIndirect [V]: wglGetProcAddress: glDispatchComputeGroupSizeARB [V]: wglGetProcAddress: glCopyBufferSubData [V]: wglGetProcAddress: glCopyImageSubData [V]: wglGetProcAddress: glDebugMessageCallbackARB [V]: wglGetProcAddress: glDebugMessageControlARB [V]: wglGetProcAddress: glDebugMessageInsertARB [V]: wglGetProcAddress: glGetDebugMessageLogARB [V]: wglGetProcAddress: glBindTextureUnit [V]: wglGetProcAddress: glBlitNamedFramebuffer [V]: wglGetProcAddress: glCheckNamedFramebufferStatus [V]: wglGetProcAddress: glClearNamedBufferData [V]: wglGetProcAddress: glClearNamedBufferSubData [V]: wglGetProcAddress: glClearNamedFramebufferfi [V]: wglGetProcAddress: glClearNamedFramebufferfv [V]: wglGetProcAddress: glClearNamedFramebufferiv [V]: wglGetProcAddress: glClearNamedFramebufferuiv [V]: wglGetProcAddress: glCompressedTextureSubImage1D [V]: wglGetProcAddress: glCompressedTextureSubImage2D [V]: wglGetProcAddress: glCompressedTextureSubImage3D [V]: wglGetProcAddress: glCopyNamedBufferSubData [V]: wglGetProcAddress: glCopyTextureSubImage1D [V]: wglGetProcAddress: glCopyTextureSubImage2D [V]: wglGetProcAddress: glCopyTextureSubImage3D [V]: wglGetProcAddress: glCreateBuffers [V]: wglGetProcAddress: glCreateFramebuffers [V]: wglGetProcAddress: glCreateProgramPipelines [V]: wglGetProcAddress: glCreateQueries [V]: wglGetProcAddress: glCreateRenderbuffers [V]: wglGetProcAddress: glCreateSamplers [V]: wglGetProcAddress: glCreateTextures [V]: wglGetProcAddress: glCreateTransformFeedbacks [V]: wglGetProcAddress: glCreateVertexArrays [V]: wglGetProcAddress: glDisableVertexArrayAttrib [V]: wglGetProcAddress: glEnableVertexArrayAttrib [V]: wglGetProcAddress: glFlushMappedNamedBufferRange [V]: wglGetProcAddress: glGenerateTextureMipmap [V]: wglGetProcAddress: glGetCompressedTextureImage [V]: wglGetProcAddress: glGetNamedBufferParameteri64v [V]: wglGetProcAddress: glGetNamedBufferParameteriv [V]: wglGetProcAddress: glGetNamedBufferPointerv [V]: wglGetProcAddress: glGetNamedBufferSubData [V]: wglGetProcAddress: glGetNamedFramebufferAttachmentParameteriv [V]: wglGetProcAddress: glGetNamedFramebufferParameteriv [V]: wglGetProcAddress: glGetNamedRenderbufferParameteriv [V]: wglGetProcAddress: glGetTextureImage [V]: wglGetProcAddress: glGetTextureLevelParameterfv [V]: wglGetProcAddress: glGetTextureLevelParameteriv [V]: wglGetProcAddress: glGetTextureParameterIiv [V]: wglGetProcAddress: glGetTextureParameterIuiv [V]: wglGetProcAddress: glGetTextureParameterfv [V]: wglGetProcAddress: glGetTextureParameteriv [V]: wglGetProcAddress: glGetTransformFeedbacki64_v [V]: wglGetProcAddress: glGetTransformFeedbacki_v [V]: wglGetProcAddress: glGetTransformFeedbackiv [V]: wglGetProcAddress: glGetVertexArrayIndexed64iv [V]: wglGetProcAddress: glGetVertexArrayIndexediv [V]: wglGetProcAddress: glGetVertexArrayiv [V]: wglGetProcAddress: glInvalidateNamedFramebufferData [V]: wglGetProcAddress: glInvalidateNamedFramebufferSubData [V]: wglGetProcAddress: glMapNamedBuffer [V]: wglGetProcAddress: glMapNamedBufferRange [V]: wglGetProcAddress: glNamedBufferData [V]: wglGetProcAddress: glNamedBufferStorage [V]: wglGetProcAddress: glNamedBufferSubData [V]: wglGetProcAddress: glNamedFramebufferDrawBuffer [V]: wglGetProcAddress: glNamedFramebufferDrawBuffers [V]: wglGetProcAddress: glNamedFramebufferParameteri [V]: wglGetProcAddress: glNamedFramebufferReadBuffer [V]: wglGetProcAddress: glNamedFramebufferRenderbuffer [V]: wglGetProcAddress: glNamedFramebufferTexture [V]: wglGetProcAddress: glNamedFramebufferTextureLayer [V]: wglGetProcAddress: glNamedRenderbufferStorage [V]: wglGetProcAddress: glNamedRenderbufferStorageMultisample [V]: wglGetProcAddress: glTextureBuffer [V]: wglGetProcAddress: glTextureBufferRange [V]: wglGetProcAddress: glTextureParameterIiv [V]: wglGetProcAddress: glTextureParameterIuiv [V]: wglGetProcAddress: glTextureParameterf [V]: wglGetProcAddress: glTextureParameterfv [V]: wglGetProcAddress: glTextureParameteri [V]: wglGetProcAddress: glTextureParameteriv [V]: wglGetProcAddress: glTextureStorage1D [V]: wglGetProcAddress: glTextureStorage2D [V]: wglGetProcAddress: glTextureStorage2DMultisample [V]: wglGetProcAddress: glTextureStorage3D [V]: wglGetProcAddress: glTextureStorage3DMultisample [V]: wglGetProcAddress: glTextureSubImage1D [V]: wglGetProcAddress: glTextureSubImage2D [V]: wglGetProcAddress: glTextureSubImage3D [V]: wglGetProcAddress: glTransformFeedbackBufferBase [V]: wglGetProcAddress: glTransformFeedbackBufferRange [V]: wglGetProcAddress: glUnmapNamedBuffer [V]: wglGetProcAddress: glVertexArrayAttribBinding [V]: wglGetProcAddress: glVertexArrayAttribFormat [V]: wglGetProcAddress: glVertexArrayAttribIFormat [V]: wglGetProcAddress: glVertexArrayAttribLFormat [V]: wglGetProcAddress: glVertexArrayBindingDivisor [V]: wglGetProcAddress: glVertexArrayElementBuffer [V]: wglGetProcAddress: glVertexArrayVertexBuffer [V]: wglGetProcAddress: glVertexArrayVertexBuffers [V]: wglGetProcAddress: glDrawBuffersARB [V]: wglGetProcAddress: glBlendEquationSeparateiARB [V]: wglGetProcAddress: glBlendEquationiARB [V]: wglGetProcAddress: glBlendFuncSeparateiARB [V]: wglGetProcAddress: glBlendFunciARB [V]: wglGetProcAddress: glDrawElementsBaseVertex [V]: wglGetProcAddress: glDrawElementsInstancedBaseVertex [V]: wglGetProcAddress: glDrawRangeElementsBaseVertex [V]: wglGetProcAddress: glMultiDrawElementsBaseVertex [V]: wglGetProcAddress: glDrawArraysIndirect [V]: wglGetProcAddress: glDrawElementsIndirect [V]: wglGetProcAddress: glFramebufferParameteri [V]: wglGetProcAddress: glGetFramebufferParameteriv [V]: wglGetProcAddress: glGetNamedFramebufferParameterivEXT [V]: wglGetProcAddress: glNamedFramebufferParameteriEXT [V]: wglGetProcAddress: glBindFramebuffer [V]: wglGetProcAddress: glBindRenderbuffer [V]: wglGetProcAddress: glBlitFramebuffer [V]: wglGetProcAddress: glCheckFramebufferStatus [V]: wglGetProcAddress: glDeleteFramebuffers [V]: wglGetProcAddress: glDeleteRenderbuffers [V]: wglGetProcAddress: glFramebufferRenderbuffer [V]: wglGetProcAddress: glFramebufferTexture1D [V]: wglGetProcAddress: glFramebufferTexture2D [V]: wglGetProcAddress: glFramebufferTexture3D [V]: wglGetProcAddress: glFramebufferTextureLayer [V]: wglGetProcAddress: glGenFramebuffers [V]: wglGetProcAddress: glGenRenderbuffers [V]: wglGetProcAddress: glGenerateMipmap [V]: wglGetProcAddress: glGetFramebufferAttachmentParameteriv [V]: wglGetProcAddress: glGetRenderbufferParameteriv [V]: wglGetProcAddress: glIsFramebuffer [V]: wglGetProcAddress: glIsRenderbuffer [V]: wglGetProcAddress: glRenderbufferStorage [V]: wglGetProcAddress: glRenderbufferStorageMultisample [V]: wglGetProcAddress: glFramebufferTextureARB [V]: wglGetProcAddress: glFramebufferTextureFaceARB [V]: wglGetProcAddress: glFramebufferTextureLayerARB [V]: wglGetProcAddress: glProgramParameteriARB [V]: wglGetProcAddress: glGetProgramBinary [V]: wglGetProcAddress: glProgramBinary [V]: wglGetProcAddress: glProgramParameteri [V]: wglGetProcAddress: glGetCompressedTextureSubImage [V]: wglGetProcAddress: glGetTextureSubImage [V]: wglGetProcAddress: glGetUniformdv [V]: wglGetProcAddress: glUniform1d [V]: wglGetProcAddress: glUniform1dv [V]: wglGetProcAddress: glUniform2d [V]: wglGetProcAddress: glUniform2dv [V]: wglGetProcAddress: glUniform3d [V]: wglGetProcAddress: glUniform3dv [V]: wglGetProcAddress: glUniform4d [V]: wglGetProcAddress: glUniform4dv [V]: wglGetProcAddress: glUniformMatrix2dv [V]: wglGetProcAddress: glUniformMatrix2x3dv [V]: wglGetProcAddress: glUniformMatrix2x4dv [V]: wglGetProcAddress: glUniformMatrix3dv [V]: wglGetProcAddress: glUniformMatrix3x2dv [V]: wglGetProcAddress: glUniformMatrix3x4dv [V]: wglGetProcAddress: glUniformMatrix4dv [V]: wglGetProcAddress: glUniformMatrix4x2dv [V]: wglGetProcAddress: glUniformMatrix4x3dv [V]: wglGetProcAddress: glBlendEquation [V]: wglGetProcAddress: glColorSubTable [V]: wglGetProcAddress: glColorTable [V]: wglGetProcAddress: glColorTableParameterfv [V]: wglGetProcAddress: glColorTableParameteriv [V]: wglGetProcAddress: glConvolutionFilter1D [V]: wglGetProcAddress: glConvolutionFilter2D [V]: wglGetProcAddress: glConvolutionParameterf [V]: wglGetProcAddress: glConvolutionParameterfv [V]: wglGetProcAddress: glConvolutionParameteri [V]: wglGetProcAddress: glConvolutionParameteriv [V]: wglGetProcAddress: glCopyColorSubTable [V]: wglGetProcAddress: glCopyColorTable [V]: wglGetProcAddress: glCopyConvolutionFilter1D [V]: wglGetProcAddress: glCopyConvolutionFilter2D [V]: wglGetProcAddress: glGetColorTable [V]: wglGetProcAddress: glGetColorTableParameterfv [V]: wglGetProcAddress: glGetColorTableParameteriv [V]: wglGetProcAddress: glGetConvolutionFilter [V]: wglGetProcAddress: glGetConvolutionParameterfv [V]: wglGetProcAddress: glGetConvolutionParameteriv [V]: wglGetProcAddress: glGetHistogram [V]: wglGetProcAddress: glGetHistogramParameterfv [V]: wglGetProcAddress: glGetHistogramParameteriv [V]: wglGetProcAddress: glGetMinmax [V]: wglGetProcAddress: glGetMinmaxParameterfv [V]: wglGetProcAddress: glGetMinmaxParameteriv [V]: wglGetProcAddress: glGetSeparableFilter [V]: wglGetProcAddress: glHistogram [V]: wglGetProcAddress: glMinmax [V]: wglGetProcAddress: glResetHistogram [V]: wglGetProcAddress: glResetMinmax [V]: wglGetProcAddress: glSeparableFilter2D [V]: wglGetProcAddress: glMultiDrawArraysIndirectCountARB [V]: wglGetProcAddress: glMultiDrawElementsIndirectCountARB [V]: wglGetProcAddress: glDrawArraysInstancedARB [V]: wglGetProcAddress: glDrawElementsInstancedARB [V]: wglGetProcAddress: glVertexAttribDivisorARB [V]: wglGetProcAddress: glGetInternalformativ [V]: wglGetProcAddress: glGetInternalformati64v [V]: wglGetProcAddress: glInvalidateBufferData [V]: wglGetProcAddress: glInvalidateBufferSubData [V]: wglGetProcAddress: glInvalidateFramebuffer [V]: wglGetProcAddress: glInvalidateSubFramebuffer [V]: wglGetProcAddress: glInvalidateTexImage [V]: wglGetProcAddress: glInvalidateTexSubImage [V]: wglGetProcAddress: glFlushMappedBufferRange [V]: wglGetProcAddress: glMapBufferRange [V]: wglGetProcAddress: glBindBuffersBase [V]: wglGetProcAddress: glBindBuffersRange [V]: wglGetProcAddress: glBindImageTextures [V]: wglGetProcAddress: glBindSamplers [V]: wglGetProcAddress: glBindTextures [V]: wglGetProcAddress: glBindVertexBuffers [V]: wglGetProcAddress: glMultiDrawArraysIndirect [V]: wglGetProcAddress: glMultiDrawElementsIndirect [V]: wglGetProcAddress: glSampleCoverageARB [V]: wglGetProcAddress: glActiveTextureARB [V]: wglGetProcAddress: glClientActiveTextureARB [V]: wglGetProcAddress: glMultiTexCoord1dARB [V]: wglGetProcAddress: glMultiTexCoord1dvARB [V]: wglGetProcAddress: glMultiTexCoord1fARB [V]: wglGetProcAddress: glMultiTexCoord1fvARB [V]: wglGetProcAddress: glMultiTexCoord1iARB [V]: wglGetProcAddress: glMultiTexCoord1ivARB [V]: wglGetProcAddress: glMultiTexCoord1sARB [V]: wglGetProcAddress: glMultiTexCoord1svARB [V]: wglGetProcAddress: glMultiTexCoord2dARB [V]: wglGetProcAddress: glMultiTexCoord2dvARB [V]: wglGetProcAddress: glMultiTexCoord2fARB [V]: wglGetProcAddress: glMultiTexCoord2fvARB [V]: wglGetProcAddress: glMultiTexCoord2iARB [V]: wglGetProcAddress: glMultiTexCoord2ivARB [V]: wglGetProcAddress: glMultiTexCoord2sARB [V]: wglGetProcAddress: glMultiTexCoord2svARB [V]: wglGetProcAddress: glMultiTexCoord3dARB [V]: wglGetProcAddress: glMultiTexCoord3dvARB [V]: wglGetProcAddress: glMultiTexCoord3fARB [V]: wglGetProcAddress: glMultiTexCoord3fvARB [V]: wglGetProcAddress: glMultiTexCoord3iARB [V]: wglGetProcAddress: glMultiTexCoord3ivARB [V]: wglGetProcAddress: glMultiTexCoord3sARB [V]: wglGetProcAddress: glMultiTexCoord3svARB [V]: wglGetProcAddress: glMultiTexCoord4dARB [V]: wglGetProcAddress: glMultiTexCoord4dvARB [V]: wglGetProcAddress: glMultiTexCoord4fARB [V]: wglGetProcAddress: glMultiTexCoord4fvARB [V]: wglGetProcAddress: glMultiTexCoord4iARB [V]: wglGetProcAddress: glMultiTexCoord4ivARB [V]: wglGetProcAddress: glMultiTexCoord4sARB [V]: wglGetProcAddress: glMultiTexCoord4svARB [V]: wglGetProcAddress: glBeginQueryARB [V]: wglGetProcAddress: glDeleteQueriesARB [V]: wglGetProcAddress: glEndQueryARB [V]: wglGetProcAddress: glGenQueriesARB [V]: wglGetProcAddress: glGetQueryObjectivARB [V]: wglGetProcAddress: glGetQueryObjectuivARB [V]: wglGetProcAddress: glGetQueryivARB [V]: wglGetProcAddress: glIsQueryARB [V]: wglGetProcAddress: glPointParameterfARB [V]: wglGetProcAddress: glPointParameterfvARB [V]: wglGetProcAddress: glGetProgramInterfaceiv [V]: wglGetProcAddress: glGetProgramResourceIndex [V]: wglGetProcAddress: glGetProgramResourceLocation [V]: wglGetProcAddress: glGetProgramResourceLocationIndex [V]: wglGetProcAddress: glGetProgramResourceName [V]: wglGetProcAddress: glGetProgramResourceiv [V]: wglGetProcAddress: glProvokingVertex [V]: wglGetProcAddress: glGetGraphicsResetStatusARB [V]: wglGetProcAddress: glGetnColorTableARB [V]: wglGetProcAddress: glGetnCompressedTexImageARB [V]: wglGetProcAddress: glGetnConvolutionFilterARB [V]: wglGetProcAddress: glGetnHistogramARB [V]: wglGetProcAddress: glGetnMapdvARB [V]: wglGetProcAddress: glGetnMapfvARB [V]: wglGetProcAddress: glGetnMapivARB [V]: wglGetProcAddress: glGetnMinmaxARB [V]: wglGetProcAddress: glGetnPixelMapfvARB [V]: wglGetProcAddress: glGetnPixelMapuivARB [V]: wglGetProcAddress: glGetnPixelMapusvARB [V]: wglGetProcAddress: glGetnPolygonStippleARB [V]: wglGetProcAddress: glGetnSeparableFilterARB [V]: wglGetProcAddress: glGetnTexImageARB [V]: wglGetProcAddress: glGetnUniformdvARB [V]: wglGetProcAddress: glGetnUniformfvARB [V]: wglGetProcAddress: glGetnUniformivARB [V]: wglGetProcAddress: glGetnUniformuivARB [V]: wglGetProcAddress: glReadnPixelsARB [V]: wglGetProcAddress: glMinSampleShadingARB [V]: wglGetProcAddress: glBindSampler [V]: wglGetProcAddress: glDeleteSamplers [V]: wglGetProcAddress: glGenSamplers [V]: wglGetProcAddress: glGetSamplerParameterIiv [V]: wglGetProcAddress: glGetSamplerParameterIuiv [V]: wglGetProcAddress: glGetSamplerParameterfv [V]: wglGetProcAddress: glGetSamplerParameteriv [V]: wglGetProcAddress: glIsSampler [V]: wglGetProcAddress: glSamplerParameterIiv [V]: wglGetProcAddress: glSamplerParameterIuiv [V]: wglGetProcAddress: glSamplerParameterf [V]: wglGetProcAddress: glSamplerParameterfv [V]: wglGetProcAddress: glSamplerParameteri [V]: wglGetProcAddress: glSamplerParameteriv [V]: wglGetProcAddress: glActiveShaderProgram [V]: wglGetProcAddress: glBindProgramPipeline [V]: wglGetProcAddress: glCreateShaderProgramv [V]: wglGetProcAddress: glDeleteProgramPipelines [V]: wglGetProcAddress: glGenProgramPipelines [V]: wglGetProcAddress: glGetProgramPipelineInfoLog [V]: wglGetProcAddress: glGetProgramPipelineiv [V]: wglGetProcAddress: glIsProgramPipeline [V]: wglGetProcAddress: glProgramUniform1d [V]: wglGetProcAddress: glProgramUniform1dv [V]: wglGetProcAddress: glProgramUniform1f [V]: wglGetProcAddress: glProgramUniform1fv [V]: wglGetProcAddress: glProgramUniform1i [V]: wglGetProcAddress: glProgramUniform1iv [V]: wglGetProcAddress: glProgramUniform1ui [V]: wglGetProcAddress: glProgramUniform1uiv [V]: wglGetProcAddress: glProgramUniform2d [V]: wglGetProcAddress: glProgramUniform2dv [V]: wglGetProcAddress: glProgramUniform2f [V]: wglGetProcAddress: glProgramUniform2fv [V]: wglGetProcAddress: glProgramUniform2i [V]: wglGetProcAddress: glProgramUniform2iv [V]: wglGetProcAddress: glProgramUniform2ui [V]: wglGetProcAddress: glProgramUniform2uiv [V]: wglGetProcAddress: glProgramUniform3d [V]: wglGetProcAddress: glProgramUniform3dv [V]: wglGetProcAddress: glProgramUniform3f [V]: wglGetProcAddress: glProgramUniform3fv [V]: wglGetProcAddress: glProgramUniform3i [V]: wglGetProcAddress: glProgramUniform3iv [V]: wglGetProcAddress: glProgramUniform3ui [V]: wglGetProcAddress: glProgramUniform3uiv [V]: wglGetProcAddress: glProgramUniform4d [V]: wglGetProcAddress: glProgramUniform4dv [V]: wglGetProcAddress: glProgramUniform4f [V]: wglGetProcAddress: glProgramUniform4fv [V]: wglGetProcAddress: glProgramUniform4i [V]: wglGetProcAddress: glProgramUniform4iv [V]: wglGetProcAddress: glProgramUniform4ui [V]: wglGetProcAddress: glProgramUniform4uiv [V]: wglGetProcAddress: glProgramUniformMatrix2dv [V]: wglGetProcAddress: glProgramUniformMatrix2fv [V]: wglGetProcAddress: glProgramUniformMatrix2x3dv [V]: wglGetProcAddress: glProgramUniformMatrix2x3fv [V]: wglGetProcAddress: glProgramUniformMatrix2x4dv [V]: wglGetProcAddress: glProgramUniformMatrix2x4fv [V]: wglGetProcAddress: glProgramUniformMatrix3dv [V]: wglGetProcAddress: glProgramUniformMatrix3fv [V]: wglGetProcAddress: glProgramUniformMatrix3x2dv [V]: wglGetProcAddress: glProgramUniformMatrix3x2fv [V]: wglGetProcAddress: glProgramUniformMatrix3x4dv [V]: wglGetProcAddress: glProgramUniformMatrix3x4fv [V]: wglGetProcAddress: glProgramUniformMatrix4dv [V]: wglGetProcAddress: glProgramUniformMatrix4fv [V]: wglGetProcAddress: glProgramUniformMatrix4x2dv [V]: wglGetProcAddress: glProgramUniformMatrix4x2fv [V]: wglGetProcAddress: glProgramUniformMatrix4x3dv [V]: wglGetProcAddress: glProgramUniformMatrix4x3fv [V]: wglGetProcAddress: glUseProgramStages [V]: wglGetProcAddress: glValidateProgramPipeline [V]: wglGetProcAddress: glGetActiveAtomicCounterBufferiv [V]: wglGetProcAddress: glBindImageTexture [V]: wglGetProcAddress: glMemoryBarrier [V]: wglGetProcAddress: glAttachObjectARB [V]: wglGetProcAddress: glCompileShaderARB [V]: wglGetProcAddress: glCreateProgramObjectARB [V]: wglGetProcAddress: glCreateShaderObjectARB [V]: wglGetProcAddress: glDeleteObjectARB [V]: wglGetProcAddress: glDetachObjectARB [V]: wglGetProcAddress: glGetActiveUniformARB [V]: wglGetProcAddress: glGetAttachedObjectsARB [V]: wglGetProcAddress: glGetHandleARB [V]: wglGetProcAddress: glGetInfoLogARB [V]: wglGetProcAddress: glGetObjectParameterfvARB [V]: wglGetProcAddress: glGetObjectParameterivARB [V]: wglGetProcAddress: glGetShaderSourceARB [V]: wglGetProcAddress: glGetUniformLocationARB [V]: wglGetProcAddress: glGetUniformfvARB [V]: wglGetProcAddress: glGetUniformivARB [V]: wglGetProcAddress: glLinkProgramARB [V]: wglGetProcAddress: glShaderSourceARB [V]: wglGetProcAddress: glUniform1fARB [V]: wglGetProcAddress: glUniform1fvARB [V]: wglGetProcAddress: glUniform1iARB [V]: wglGetProcAddress: glUniform1ivARB [V]: wglGetProcAddress: glUniform2fARB [V]: wglGetProcAddress: glUniform2fvARB [V]: wglGetProcAddress: glUniform2iARB [V]: wglGetProcAddress: glUniform2ivARB [V]: wglGetProcAddress: glUniform3fARB [V]: wglGetProcAddress: glUniform3fvARB [V]: wglGetProcAddress: glUniform3iARB [V]: wglGetProcAddress: glUniform3ivARB [V]: wglGetProcAddress: glUniform4fARB [V]: wglGetProcAddress: glUniform4fvARB [V]: wglGetProcAddress: glUniform4iARB [V]: wglGetProcAddress: glUniform4ivARB [V]: wglGetProcAddress: glUniformMatrix2fvARB [V]: wglGetProcAddress: glUniformMatrix3fvARB [V]: wglGetProcAddress: glUniformMatrix4fvARB [V]: wglGetProcAddress: glUseProgramObjectARB [V]: wglGetProcAddress: glValidateProgramARB [V]: wglGetProcAddress: glShaderStorageBlockBinding [V]: wglGetProcAddress: glGetActiveSubroutineName [V]: wglGetProcAddress: glGetActiveSubroutineUniformName [V]: wglGetProcAddress: glGetActiveSubroutineUniformiv [V]: wglGetProcAddress: glGetProgramStageiv [V]: wglGetProcAddress: glGetSubroutineIndex [V]: wglGetProcAddress: glGetSubroutineUniformLocation [V]: wglGetProcAddress: glGetUniformSubroutineuiv [V]: wglGetProcAddress: glUniformSubroutinesuiv [V]: wglGetProcAddress: glCompileShaderIncludeARB [V]: wglGetProcAddress: glDeleteNamedStringARB [V]: wglGetProcAddress: glGetNamedStringARB [V]: wglGetProcAddress: glGetNamedStringivARB [V]: wglGetProcAddress: glIsNamedStringARB [V]: wglGetProcAddress: glNamedStringARB [V]: wglGetProcAddress: glBufferPageCommitmentARB [V]: wglGetProcAddress: glTexPageCommitmentARB [V]: wglGetProcAddress: glTexturePageCommitmentEXT [V]: wglGetProcAddress: glClientWaitSync [V]: wglGetProcAddress: glDeleteSync [V]: wglGetProcAddress: glFenceSync [V]: wglGetProcAddress: glGetInteger64v [V]: wglGetProcAddress: glGetSynciv [V]: wglGetProcAddress: glIsSync [V]: wglGetProcAddress: glWaitSync [V]: wglGetProcAddress: glPatchParameterfv [V]: wglGetProcAddress: glPatchParameteri [V]: wglGetProcAddress: glTextureBarrier [V]: wglGetProcAddress: glTexBufferARB [V]: wglGetProcAddress: glTexBufferRange [V]: wglGetProcAddress: glTextureBufferRangeEXT [V]: wglGetProcAddress: glCompressedTexImage1DARB [V]: wglGetProcAddress: glCompressedTexImage2DARB [V]: wglGetProcAddress: glCompressedTexImage3DARB [V]: wglGetProcAddress: glCompressedTexSubImage1DARB [V]: wglGetProcAddress: glCompressedTexSubImage2DARB [V]: wglGetProcAddress: glCompressedTexSubImage3DARB [V]: wglGetProcAddress: glGetCompressedTexImageARB [V]: wglGetProcAddress: glGetMultisamplefv [V]: wglGetProcAddress: glSampleMaski [V]: wglGetProcAddress: glTexImage2DMultisample [V]: wglGetProcAddress: glTexImage3DMultisample [V]: wglGetProcAddress: glTexStorage1D [V]: wglGetProcAddress: glTexStorage2D [V]: wglGetProcAddress: glTexStorage3D [V]: wglGetProcAddress: glTextureStorage1DEXT [V]: wglGetProcAddress: glTextureStorage2DEXT [V]: wglGetProcAddress: glTextureStorage3DEXT [V]: wglGetProcAddress: glTexStorage2DMultisample [V]: wglGetProcAddress: glTexStorage3DMultisample [V]: wglGetProcAddress: glTextureStorage2DMultisampleEXT [V]: wglGetProcAddress: glTextureStorage3DMultisampleEXT [V]: wglGetProcAddress: glTextureView [V]: wglGetProcAddress: glGetQueryObjecti64v [V]: wglGetProcAddress: glGetQueryObjectui64v [V]: wglGetProcAddress: glQueryCounter [V]: wglGetProcAddress: glBindTransformFeedback [V]: wglGetProcAddress: glDeleteTransformFeedbacks [V]: wglGetProcAddress: glDrawTransformFeedback [V]: wglGetProcAddress: glGenTransformFeedbacks [V]: wglGetProcAddress: glIsTransformFeedback [V]: wglGetProcAddress: glPauseTransformFeedback [V]: wglGetProcAddress: glResumeTransformFeedback [V]: wglGetProcAddress: glBeginQueryIndexed [V]: wglGetProcAddress: glDrawTransformFeedbackStream [V]: wglGetProcAddress: glEndQueryIndexed [V]: wglGetProcAddress: glGetQueryIndexediv [V]: wglGetProcAddress: glDrawTransformFeedbackInstanced [V]: wglGetProcAddress: glDrawTransformFeedbackStreamInstanced [V]: wglGetProcAddress: glLoadTransposeMatrixdARB [V]: wglGetProcAddress: glLoadTransposeMatrixfARB [V]: wglGetProcAddress: glMultTransposeMatrixdARB [V]: wglGetProcAddress: glMultTransposeMatrixfARB [V]: wglGetProcAddress: glBindBufferBase [V]: wglGetProcAddress: glBindBufferRange [V]: wglGetProcAddress: glGetActiveUniformBlockName [V]: wglGetProcAddress: glGetActiveUniformBlockiv [V]: wglGetProcAddress: glGetActiveUniformName [V]: wglGetProcAddress: glGetActiveUniformsiv [V]: wglGetProcAddress: glGetIntegeri_v [V]: wglGetProcAddress: glGetUniformBlockIndex [V]: wglGetProcAddress: glGetUniformIndices [V]: wglGetProcAddress: glUniformBlockBinding [V]: wglGetProcAddress: glBindVertexArray [V]: wglGetProcAddress: glDeleteVertexArrays [V]: wglGetProcAddress: glGenVertexArrays [V]: wglGetProcAddress: glIsVertexArray [V]: wglGetProcAddress: glGetVertexAttribLdv [V]: wglGetProcAddress: glVertexAttribL1d [V]: wglGetProcAddress: glVertexAttribL1dv [V]: wglGetProcAddress: glVertexAttribL2d [V]: wglGetProcAddress: glVertexAttribL2dv [V]: wglGetProcAddress: glVertexAttribL3d [V]: wglGetProcAddress: glVertexAttribL3dv [V]: wglGetProcAddress: glVertexAttribL4d [V]: wglGetProcAddress: glVertexAttribL4dv [V]: wglGetProcAddress: glVertexAttribLPointer [V]: wglGetProcAddress: glBindVertexBuffer [V]: wglGetProcAddress: glVertexArrayBindVertexBufferEXT [V]: wglGetProcAddress: glVertexArrayVertexAttribBindingEXT [V]: wglGetProcAddress: glVertexArrayVertexAttribFormatEXT [V]: wglGetProcAddress: glVertexArrayVertexAttribIFormatEXT [V]: wglGetProcAddress: glVertexArrayVertexAttribLFormatEXT [V]: wglGetProcAddress: glVertexArrayVertexBindingDivisorEXT [V]: wglGetProcAddress: glVertexAttribBinding [V]: wglGetProcAddress: glVertexAttribFormat [V]: wglGetProcAddress: glVertexAttribIFormat [V]: wglGetProcAddress: glVertexAttribLFormat [V]: wglGetProcAddress: glVertexBindingDivisor [V]: wglGetProcAddress: glBindBufferARB [V]: wglGetProcAddress: glBufferDataARB [V]: wglGetProcAddress: glBufferSubDataARB [V]: wglGetProcAddress: glDeleteBuffersARB [V]: wglGetProcAddress: glGenBuffersARB [V]: wglGetProcAddress: glGetBufferParameterivARB [V]: wglGetProcAddress: glGetBufferPointervARB [V]: wglGetProcAddress: glGetBufferSubDataARB [V]: wglGetProcAddress: glIsBufferARB [V]: wglGetProcAddress: glMapBufferARB [V]: wglGetProcAddress: glUnmapBufferARB [V]: wglGetProcAddress: glBindProgramARB [V]: wglGetProcAddress: glDeleteProgramsARB [V]: wglGetProcAddress: glDisableVertexAttribArrayARB [V]: wglGetProcAddress: glEnableVertexAttribArrayARB [V]: wglGetProcAddress: glGenProgramsARB [V]: wglGetProcAddress: glGetProgramEnvParameterdvARB [V]: wglGetProcAddress: glGetProgramEnvParameterfvARB [V]: wglGetProcAddress: glGetProgramLocalParameterdvARB [V]: wglGetProcAddress: glGetProgramLocalParameterfvARB [V]: wglGetProcAddress: glGetProgramStringARB [V]: wglGetProcAddress: glGetProgramivARB [V]: wglGetProcAddress: glGetVertexAttribPointervARB [V]: wglGetProcAddress: glGetVertexAttribdvARB [V]: wglGetProcAddress: glGetVertexAttribfvARB [V]: wglGetProcAddress: glGetVertexAttribivARB [V]: wglGetProcAddress: glIsProgramARB [V]: wglGetProcAddress: glProgramEnvParameter4dARB [V]: wglGetProcAddress: glProgramEnvParameter4dvARB [V]: wglGetProcAddress: glProgramEnvParameter4fARB [V]: wglGetProcAddress: glProgramEnvParameter4fvARB [V]: wglGetProcAddress: glProgramLocalParameter4dARB [V]: wglGetProcAddress: glProgramLocalParameter4dvARB [V]: wglGetProcAddress: glProgramLocalParameter4fARB [V]: wglGetProcAddress: glProgramLocalParameter4fvARB [V]: wglGetProcAddress: glProgramStringARB [V]: wglGetProcAddress: glVertexAttrib1dARB [V]: wglGetProcAddress: glVertexAttrib1dvARB [V]: wglGetProcAddress: glVertexAttrib1fARB [V]: wglGetProcAddress: glVertexAttrib1fvARB [V]: wglGetProcAddress: glVertexAttrib1sARB [V]: wglGetProcAddress: glVertexAttrib1svARB [V]: wglGetProcAddress: glVertexAttrib2dARB [V]: wglGetProcAddress: glVertexAttrib2dvARB [V]: wglGetProcAddress: glVertexAttrib2fARB [V]: wglGetProcAddress: glVertexAttrib2fvARB [V]: wglGetProcAddress: glVertexAttrib2sARB [V]: wglGetProcAddress: glVertexAttrib2svARB [V]: wglGetProcAddress: glVertexAttrib3dARB [V]: wglGetProcAddress: glVertexAttrib3dvARB [V]: wglGetProcAddress: glVertexAttrib3fARB [V]: wglGetProcAddress: glVertexAttrib3fvARB [V]: wglGetProcAddress: glVertexAttrib3sARB [V]: wglGetProcAddress: glVertexAttrib3svARB [V]: wglGetProcAddress: glVertexAttrib4NbvARB [V]: wglGetProcAddress: glVertexAttrib4NivARB [V]: wglGetProcAddress: glVertexAttrib4NsvARB [V]: wglGetProcAddress: glVertexAttrib4NubARB [V]: wglGetProcAddress: glVertexAttrib4NubvARB [V]: wglGetProcAddress: glVertexAttrib4NuivARB [V]: wglGetProcAddress: glVertexAttrib4NusvARB [V]: wglGetProcAddress: glVertexAttrib4bvARB [V]: wglGetProcAddress: glVertexAttrib4dARB [V]: wglGetProcAddress: glVertexAttrib4dvARB [V]: wglGetProcAddress: glVertexAttrib4fARB [V]: wglGetProcAddress: glVertexAttrib4fvARB [V]: wglGetProcAddress: glVertexAttrib4ivARB [V]: wglGetProcAddress: glVertexAttrib4sARB [V]: wglGetProcAddress: glVertexAttrib4svARB [V]: wglGetProcAddress: glVertexAttrib4ubvARB [V]: wglGetProcAddress: glVertexAttrib4uivARB [V]: wglGetProcAddress: glVertexAttrib4usvARB [V]: wglGetProcAddress: glVertexAttribPointerARB [V]: wglGetProcAddress: glBindAttribLocationARB [V]: wglGetProcAddress: glGetActiveAttribARB [V]: wglGetProcAddress: glGetAttribLocationARB [V]: wglGetProcAddress: glBindProgramARB [V]: wglGetProcAddress: glDeleteProgramsARB [V]: wglGetProcAddress: glDisableVertexAttribArrayARB [V]: wglGetProcAddress: glEnableVertexAttribArrayARB [V]: wglGetProcAddress: glGenProgramsARB [V]: wglGetProcAddress: glGetProgramEnvParameterdvARB [V]: wglGetProcAddress: glGetProgramEnvParameterfvARB [V]: wglGetProcAddress: glGetProgramLocalParameterdvARB [V]: wglGetProcAddress: glGetProgramLocalParameterfvARB [V]: wglGetProcAddress: glGetProgramStringARB [V]: wglGetProcAddress: glGetProgramivARB [V]: wglGetProcAddress: glGetVertexAttribPointervARB [V]: wglGetProcAddress: glGetVertexAttribdvARB [V]: wglGetProcAddress: glGetVertexAttribfvARB [V]: wglGetProcAddress: glGetVertexAttribivARB [V]: wglGetProcAddress: glIsProgramARB [V]: wglGetProcAddress: glProgramEnvParameter4dARB [V]: wglGetProcAddress: glProgramEnvParameter4dvARB [V]: wglGetProcAddress: glProgramEnvParameter4fARB [V]: wglGetProcAddress: glProgramEnvParameter4fvARB [V]: wglGetProcAddress: glProgramLocalParameter4dARB [V]: wglGetProcAddress: glProgramLocalParameter4dvARB [V]: wglGetProcAddress: glProgramLocalParameter4fARB [V]: wglGetProcAddress: glProgramLocalParameter4fvARB [V]: wglGetProcAddress: glProgramStringARB [V]: wglGetProcAddress: glVertexAttrib1dARB [V]: wglGetProcAddress: glVertexAttrib1dvARB [V]: wglGetProcAddress: glVertexAttrib1fARB [V]: wglGetProcAddress: glVertexAttrib1fvARB [V]: wglGetProcAddress: glVertexAttrib1sARB [V]: wglGetProcAddress: glVertexAttrib1svARB [V]: wglGetProcAddress: glVertexAttrib2dARB [V]: wglGetProcAddress: glVertexAttrib2dvARB [V]: wglGetProcAddress: glVertexAttrib2fARB [V]: wglGetProcAddress: glVertexAttrib2fvARB [V]: wglGetProcAddress: glVertexAttrib2sARB [V]: wglGetProcAddress: glVertexAttrib2svARB [V]: wglGetProcAddress: glVertexAttrib3dARB [V]: wglGetProcAddress: glVertexAttrib3dvARB [V]: wglGetProcAddress: glVertexAttrib3fARB [V]: wglGetProcAddress: glVertexAttrib3fvARB [V]: wglGetProcAddress: glVertexAttrib3sARB [V]: wglGetProcAddress: glVertexAttrib3svARB [V]: wglGetProcAddress: glVertexAttrib4NbvARB [V]: wglGetProcAddress: glVertexAttrib4NivARB [V]: wglGetProcAddress: glVertexAttrib4NsvARB [V]: wglGetProcAddress: glVertexAttrib4NubARB [V]: wglGetProcAddress: glVertexAttrib4NubvARB [V]: wglGetProcAddress: glVertexAttrib4NuivARB [V]: wglGetProcAddress: glVertexAttrib4NusvARB [V]: wglGetProcAddress: glVertexAttrib4bvARB [V]: wglGetProcAddress: glVertexAttrib4dARB [V]: wglGetProcAddress: glVertexAttrib4dvARB [V]: wglGetProcAddress: glVertexAttrib4fARB [V]: wglGetProcAddress: glVertexAttrib4fvARB [V]: wglGetProcAddress: glVertexAttrib4ivARB [V]: wglGetProcAddress: glVertexAttrib4sARB [V]: wglGetProcAddress: glVertexAttrib4svARB [V]: wglGetProcAddress: glVertexAttrib4ubvARB [V]: wglGetProcAddress: glVertexAttrib4uivARB [V]: wglGetProcAddress: glVertexAttrib4usvARB [V]: wglGetProcAddress: glVertexAttribPointerARB [V]: wglGetProcAddress: glColorP3ui [V]: wglGetProcAddress: glColorP3uiv [V]: wglGetProcAddress: glColorP4ui [V]: wglGetProcAddress: glColorP4uiv [V]: wglGetProcAddress: glMultiTexCoordP1ui [V]: wglGetProcAddress: glMultiTexCoordP1uiv [V]: wglGetProcAddress: glMultiTexCoordP2ui [V]: wglGetProcAddress: glMultiTexCoordP2uiv [V]: wglGetProcAddress: glMultiTexCoordP3ui [V]: wglGetProcAddress: glMultiTexCoordP3uiv [V]: wglGetProcAddress: glMultiTexCoordP4ui [V]: wglGetProcAddress: glMultiTexCoordP4uiv [V]: wglGetProcAddress: glNormalP3ui [V]: wglGetProcAddress: glNormalP3uiv [V]: wglGetProcAddress: glSecondaryColorP3ui [V]: wglGetProcAddress: glSecondaryColorP3uiv [V]: wglGetProcAddress: glTexCoordP1ui [V]: wglGetProcAddress: glTexCoordP1uiv [V]: wglGetProcAddress: glTexCoordP2ui [V]: wglGetProcAddress: glTexCoordP2uiv [V]: wglGetProcAddress: glTexCoordP3ui [V]: wglGetProcAddress: glTexCoordP3uiv [V]: wglGetProcAddress: glTexCoordP4ui [V]: wglGetProcAddress: glTexCoordP4uiv [V]: wglGetProcAddress: glVertexAttribP1ui [V]: wglGetProcAddress: glVertexAttribP1uiv [V]: wglGetProcAddress: glVertexAttribP2ui [V]: wglGetProcAddress: glVertexAttribP2uiv [V]: wglGetProcAddress: glVertexAttribP3ui [V]: wglGetProcAddress: glVertexAttribP3uiv [V]: wglGetProcAddress: glVertexAttribP4ui [V]: wglGetProcAddress: glVertexAttribP4uiv [V]: wglGetProcAddress: glVertexP2ui [V]: wglGetProcAddress: glVertexP2uiv [V]: wglGetProcAddress: glVertexP3ui [V]: wglGetProcAddress: glVertexP3uiv [V]: wglGetProcAddress: glVertexP4ui [V]: wglGetProcAddress: glVertexP4uiv [V]: wglGetProcAddress: glDepthRangeArrayv [V]: wglGetProcAddress: glDepthRangeIndexed [V]: wglGetProcAddress: glGetDoublei_v [V]: wglGetProcAddress: glGetFloati_v [V]: wglGetProcAddress: glScissorArrayv [V]: wglGetProcAddress: glScissorIndexed [V]: wglGetProcAddress: glScissorIndexedv [V]: wglGetProcAddress: glViewportArrayv [V]: wglGetProcAddress: glViewportIndexedf [V]: wglGetProcAddress: glViewportIndexedfv [V]: wglGetProcAddress: glWindowPos2dARB [V]: wglGetProcAddress: glWindowPos2dvARB [V]: wglGetProcAddress: glWindowPos2fARB [V]: wglGetProcAddress: glWindowPos2fvARB [V]: wglGetProcAddress: glWindowPos2iARB [V]: wglGetProcAddress: glWindowPos2ivARB [V]: wglGetProcAddress: glWindowPos2sARB [V]: wglGetProcAddress: glWindowPos2svARB [V]: wglGetProcAddress: glWindowPos3dARB [V]: wglGetProcAddress: glWindowPos3dvARB [V]: wglGetProcAddress: glWindowPos3fARB [V]: wglGetProcAddress: glWindowPos3fvARB [V]: wglGetProcAddress: glWindowPos3iARB [V]: wglGetProcAddress: glWindowPos3ivARB [V]: wglGetProcAddress: glWindowPos3sARB [V]: wglGetProcAddress: glWindowPos3svARB [V]: wglGetProcAddress: glDrawBuffersATI [V]: wglGetProcAddress: glGetUniformBufferSizeEXT [V]: wglGetProcAddress: glGetUniformOffsetEXT [V]: wglGetProcAddress: glUniformBufferEXT [V]: wglGetProcAddress: glBlendColorEXT [V]: wglGetProcAddress: glBlendEquationSeparateEXT [V]: wglGetProcAddress: glBlendFuncSeparateEXT [V]: wglGetProcAddress: glBlendEquationEXT [V]: wglGetProcAddress: glLockArraysEXT [V]: wglGetProcAddress: glUnlockArraysEXT [V]: wglGetProcAddress: glDepthBoundsEXT [V]: wglGetProcAddress: glBindMultiTextureEXT [V]: wglGetProcAddress: glCheckNamedFramebufferStatusEXT [V]: wglGetProcAddress: glClientAttribDefaultEXT [V]: wglGetProcAddress: glCompressedMultiTexImage1DEXT [V]: wglGetProcAddress: glCompressedMultiTexImage2DEXT [V]: wglGetProcAddress: glCompressedMultiTexImage3DEXT [V]: wglGetProcAddress: glCompressedMultiTexSubImage1DEXT [V]: wglGetProcAddress: glCompressedMultiTexSubImage2DEXT [V]: wglGetProcAddress: glCompressedMultiTexSubImage3DEXT [V]: wglGetProcAddress: glCompressedTextureImage1DEXT [V]: wglGetProcAddress: glCompressedTextureImage2DEXT [V]: wglGetProcAddress: glCompressedTextureImage3DEXT [V]: wglGetProcAddress: glCompressedTextureSubImage1DEXT [V]: wglGetProcAddress: glCompressedTextureSubImage2DEXT [V]: wglGetProcAddress: glCompressedTextureSubImage3DEXT [V]: wglGetProcAddress: glCopyMultiTexImage1DEXT [V]: wglGetProcAddress: glCopyMultiTexImage2DEXT [V]: wglGetProcAddress: glCopyMultiTexSubImage1DEXT [V]: wglGetProcAddress: glCopyMultiTexSubImage2DEXT [V]: wglGetProcAddress: glCopyMultiTexSubImage3DEXT [V]: wglGetProcAddress: glCopyTextureImage1DEXT [V]: wglGetProcAddress: glCopyTextureImage2DEXT [V]: wglGetProcAddress: glCopyTextureSubImage1DEXT [V]: wglGetProcAddress: glCopyTextureSubImage2DEXT [V]: wglGetProcAddress: glCopyTextureSubImage3DEXT [V]: wglGetProcAddress: glDisableClientStateIndexedEXT [V]: wglGetProcAddress: glDisableClientStateiEXT [V]: wglGetProcAddress: glDisableVertexArrayAttribEXT [V]: wglGetProcAddress: glDisableVertexArrayEXT [V]: wglGetProcAddress: glEnableClientStateIndexedEXT [V]: wglGetProcAddress: glEnableClientStateiEXT [V]: wglGetProcAddress: glEnableVertexArrayAttribEXT [V]: wglGetProcAddress: glEnableVertexArrayEXT [V]: wglGetProcAddress: glFlushMappedNamedBufferRangeEXT [V]: wglGetProcAddress: glFramebufferDrawBufferEXT [V]: wglGetProcAddress: glFramebufferDrawBuffersEXT [V]: wglGetProcAddress: glFramebufferReadBufferEXT [V]: wglGetProcAddress: glGenerateMultiTexMipmapEXT [V]: wglGetProcAddress: glGenerateTextureMipmapEXT [V]: wglGetProcAddress: glGetCompressedMultiTexImageEXT [V]: wglGetProcAddress: glGetCompressedTextureImageEXT [V]: wglGetProcAddress: glGetDoubleIndexedvEXT [V]: wglGetProcAddress: glGetDoublei_vEXT [V]: wglGetProcAddress: glGetFloatIndexedvEXT [V]: wglGetProcAddress: glGetFloati_vEXT [V]: wglGetProcAddress: glGetFramebufferParameterivEXT [V]: wglGetProcAddress: glGetMultiTexEnvfvEXT [V]: wglGetProcAddress: glGetMultiTexEnvivEXT [V]: wglGetProcAddress: glGetMultiTexGendvEXT [V]: wglGetProcAddress: glGetMultiTexGenfvEXT [V]: wglGetProcAddress: glGetMultiTexGenivEXT [V]: wglGetProcAddress: glGetMultiTexImageEXT [V]: wglGetProcAddress: glGetMultiTexLevelParameterfvEXT [V]: wglGetProcAddress: glGetMultiTexLevelParameterivEXT [V]: wglGetProcAddress: glGetMultiTexParameterIivEXT [V]: wglGetProcAddress: glGetMultiTexParameterIuivEXT [V]: wglGetProcAddress: glGetMultiTexParameterfvEXT [V]: wglGetProcAddress: glGetMultiTexParameterivEXT [V]: wglGetProcAddress: glGetNamedBufferParameterivEXT [V]: wglGetProcAddress: glGetNamedBufferPointervEXT [V]: wglGetProcAddress: glGetNamedBufferSubDataEXT [V]: wglGetProcAddress: glGetNamedFramebufferAttachmentParameterivEXT [V]: wglGetProcAddress: glGetNamedProgramLocalParameterIivEXT [V]: wglGetProcAddress: glGetNamedProgramLocalParameterIuivEXT [V]: wglGetProcAddress: glGetNamedProgramLocalParameterdvEXT [V]: wglGetProcAddress: glGetNamedProgramLocalParameterfvEXT [V]: wglGetProcAddress: glGetNamedProgramStringEXT [V]: wglGetProcAddress: glGetNamedProgramivEXT [V]: wglGetProcAddress: glGetNamedRenderbufferParameterivEXT [V]: wglGetProcAddress: glGetPointerIndexedvEXT [V]: wglGetProcAddress: glGetPointeri_vEXT [V]: wglGetProcAddress: glGetTextureImageEXT [V]: wglGetProcAddress: glGetTextureLevelParameterfvEXT [V]: wglGetProcAddress: glGetTextureLevelParameterivEXT [V]: wglGetProcAddress: glGetTextureParameterIivEXT [V]: wglGetProcAddress: glGetTextureParameterIuivEXT [V]: wglGetProcAddress: glGetTextureParameterfvEXT [V]: wglGetProcAddress: glGetTextureParameterivEXT [V]: wglGetProcAddress: glGetVertexArrayIntegeri_vEXT [V]: wglGetProcAddress: glGetVertexArrayIntegervEXT [V]: wglGetProcAddress: glGetVertexArrayPointeri_vEXT [V]: wglGetProcAddress: glGetVertexArrayPointervEXT [V]: wglGetProcAddress: glMapNamedBufferEXT [V]: wglGetProcAddress: glMapNamedBufferRangeEXT [V]: wglGetProcAddress: glMatrixFrustumEXT [V]: wglGetProcAddress: glMatrixLoadIdentityEXT [V]: wglGetProcAddress: glMatrixLoadTransposedEXT [V]: wglGetProcAddress: glMatrixLoadTransposefEXT [V]: wglGetProcAddress: glMatrixLoaddEXT [V]: wglGetProcAddress: glMatrixLoadfEXT [V]: wglGetProcAddress: glMatrixMultTransposedEXT [V]: wglGetProcAddress: glMatrixMultTransposefEXT [V]: wglGetProcAddress: glMatrixMultdEXT [V]: wglGetProcAddress: glMatrixMultfEXT [V]: wglGetProcAddress: glMatrixOrthoEXT [V]: wglGetProcAddress: glMatrixPopEXT [V]: wglGetProcAddress: glMatrixPushEXT [V]: wglGetProcAddress: glMatrixRotatedEXT [V]: wglGetProcAddress: glMatrixRotatefEXT [V]: wglGetProcAddress: glMatrixScaledEXT [V]: wglGetProcAddress: glMatrixScalefEXT [V]: wglGetProcAddress: glMatrixTranslatedEXT [V]: wglGetProcAddress: glMatrixTranslatefEXT [V]: wglGetProcAddress: glMultiTexBufferEXT [V]: wglGetProcAddress: glMultiTexCoordPointerEXT [V]: wglGetProcAddress: glMultiTexEnvfEXT [V]: wglGetProcAddress: glMultiTexEnvfvEXT [V]: wglGetProcAddress: glMultiTexEnviEXT [V]: wglGetProcAddress: glMultiTexEnvivEXT [V]: wglGetProcAddress: glMultiTexGendEXT [V]: wglGetProcAddress: glMultiTexGendvEXT [V]: wglGetProcAddress: glMultiTexGenfEXT [V]: wglGetProcAddress: glMultiTexGenfvEXT [V]: wglGetProcAddress: glMultiTexGeniEXT [V]: wglGetProcAddress: glMultiTexGenivEXT [V]: wglGetProcAddress: glMultiTexImage1DEXT [V]: wglGetProcAddress: glMultiTexImage2DEXT [V]: wglGetProcAddress: glMultiTexImage3DEXT [V]: wglGetProcAddress: glMultiTexParameterIivEXT [V]: wglGetProcAddress: glMultiTexParameterIuivEXT [V]: wglGetProcAddress: glMultiTexParameterfEXT [V]: wglGetProcAddress: glMultiTexParameterfvEXT [V]: wglGetProcAddress: glMultiTexParameteriEXT [V]: wglGetProcAddress: glMultiTexParameterivEXT [V]: wglGetProcAddress: glMultiTexRenderbufferEXT [V]: wglGetProcAddress: glMultiTexSubImage1DEXT [V]: wglGetProcAddress: glMultiTexSubImage2DEXT [V]: wglGetProcAddress: glMultiTexSubImage3DEXT [V]: wglGetProcAddress: glNamedBufferDataEXT [V]: wglGetProcAddress: glNamedBufferSubDataEXT [V]: wglGetProcAddress: glNamedCopyBufferSubDataEXT [V]: wglGetProcAddress: glNamedFramebufferRenderbufferEXT [V]: wglGetProcAddress: glNamedFramebufferTexture1DEXT [V]: wglGetProcAddress: glNamedFramebufferTexture2DEXT [V]: wglGetProcAddress: glNamedFramebufferTexture3DEXT [V]: wglGetProcAddress: glNamedFramebufferTextureEXT [V]: wglGetProcAddress: glNamedFramebufferTextureFaceEXT [V]: wglGetProcAddress: glNamedFramebufferTextureLayerEXT [V]: wglGetProcAddress: glNamedProgramLocalParameter4dEXT [V]: wglGetProcAddress: glNamedProgramLocalParameter4dvEXT [V]: wglGetProcAddress: glNamedProgramLocalParameter4fEXT [V]: wglGetProcAddress: glNamedProgramLocalParameter4fvEXT [V]: wglGetProcAddress: glNamedProgramLocalParameterI4iEXT [V]: wglGetProcAddress: glNamedProgramLocalParameterI4ivEXT [V]: wglGetProcAddress: glNamedProgramLocalParameterI4uiEXT [V]: wglGetProcAddress: glNamedProgramLocalParameterI4uivEXT [V]: wglGetProcAddress: glNamedProgramLocalParameters4fvEXT [V]: wglGetProcAddress: glNamedProgramLocalParametersI4ivEXT [V]: wglGetProcAddress: glNamedProgramLocalParametersI4uivEXT [V]: wglGetProcAddress: glNamedProgramStringEXT [V]: wglGetProcAddress: glNamedRenderbufferStorageEXT [V]: wglGetProcAddress: glNamedRenderbufferStorageMultisampleCoverageEXT [V]: wglGetProcAddress: glNamedRenderbufferStorageMultisampleEXT [V]: wglGetProcAddress: glProgramUniform1fEXT [V]: wglGetProcAddress: glProgramUniform1fvEXT [V]: wglGetProcAddress: glProgramUniform1iEXT [V]: wglGetProcAddress: glProgramUniform1ivEXT [V]: wglGetProcAddress: glProgramUniform1uiEXT [V]: wglGetProcAddress: glProgramUniform1uivEXT [V]: wglGetProcAddress: glProgramUniform2fEXT [V]: wglGetProcAddress: glProgramUniform2fvEXT [V]: wglGetProcAddress: glProgramUniform2iEXT [V]: wglGetProcAddress: glProgramUniform2ivEXT [V]: wglGetProcAddress: glProgramUniform2uiEXT [V]: wglGetProcAddress: glProgramUniform2uivEXT [V]: wglGetProcAddress: glProgramUniform3fEXT [V]: wglGetProcAddress: glProgramUniform3fvEXT [V]: wglGetProcAddress: glProgramUniform3iEXT [V]: wglGetProcAddress: glProgramUniform3ivEXT [V]: wglGetProcAddress: glProgramUniform3uiEXT [V]: wglGetProcAddress: glProgramUniform3uivEXT [V]: wglGetProcAddress: glProgramUniform4fEXT [V]: wglGetProcAddress: glProgramUniform4fvEXT [V]: wglGetProcAddress: glProgramUniform4iEXT [V]: wglGetProcAddress: glProgramUniform4ivEXT [V]: wglGetProcAddress: glProgramUniform4uiEXT [V]: wglGetProcAddress: glProgramUniform4uivEXT [V]: wglGetProcAddress: glProgramUniformMatrix2fvEXT [V]: wglGetProcAddress: glProgramUniformMatrix2x3fvEXT [V]: wglGetProcAddress: glProgramUniformMatrix2x4fvEXT [V]: wglGetProcAddress: glProgramUniformMatrix3fvEXT [V]: wglGetProcAddress: glProgramUniformMatrix3x2fvEXT [V]: wglGetProcAddress: glProgramUniformMatrix3x4fvEXT [V]: wglGetProcAddress: glProgramUniformMatrix4fvEXT [V]: wglGetProcAddress: glProgramUniformMatrix4x2fvEXT [V]: wglGetProcAddress: glProgramUniformMatrix4x3fvEXT [V]: wglGetProcAddress: glPushClientAttribDefaultEXT [V]: wglGetProcAddress: glTextureBufferEXT [V]: wglGetProcAddress: glTextureImage1DEXT [V]: wglGetProcAddress: glTextureImage2DEXT [V]: wglGetProcAddress: glTextureImage3DEXT [V]: wglGetProcAddress: glTextureParameterIivEXT [V]: wglGetProcAddress: glTextureParameterIuivEXT [V]: wglGetProcAddress: glTextureParameterfEXT [V]: wglGetProcAddress: glTextureParameterfvEXT [V]: wglGetProcAddress: glTextureParameteriEXT [V]: wglGetProcAddress: glTextureParameterivEXT [V]: wglGetProcAddress: glTextureRenderbufferEXT [V]: wglGetProcAddress: glTextureSubImage1DEXT [V]: wglGetProcAddress: glTextureSubImage2DEXT [V]: wglGetProcAddress: glTextureSubImage3DEXT [V]: wglGetProcAddress: glUnmapNamedBufferEXT [V]: wglGetProcAddress: glVertexArrayColorOffsetEXT [V]: wglGetProcAddress: glVertexArrayEdgeFlagOffsetEXT [V]: wglGetProcAddress: glVertexArrayFogCoordOffsetEXT [V]: wglGetProcAddress: glVertexArrayIndexOffsetEXT [V]: wglGetProcAddress: glVertexArrayMultiTexCoordOffsetEXT [V]: wglGetProcAddress: glVertexArrayNormalOffsetEXT [V]: wglGetProcAddress: glVertexArraySecondaryColorOffsetEXT [V]: wglGetProcAddress: glVertexArrayTexCoordOffsetEXT [V]: wglGetProcAddress: glVertexArrayVertexAttribDivisorEXT [V]: wglGetProcAddress: glVertexArrayVertexAttribIOffsetEXT [V]: wglGetProcAddress: glVertexArrayVertexAttribOffsetEXT [V]: wglGetProcAddress: glVertexArrayVertexOffsetEXT [V]: wglGetProcAddress: glColorMaskIndexedEXT [V]: wglGetProcAddress: glDisableIndexedEXT [V]: wglGetProcAddress: glEnableIndexedEXT [V]: wglGetProcAddress: glGetBooleanIndexedvEXT [V]: wglGetProcAddress: glGetIntegerIndexedvEXT [V]: wglGetProcAddress: glIsEnabledIndexedEXT [V]: wglGetProcAddress: glDrawArraysInstancedEXT [V]: wglGetProcAddress: glDrawElementsInstancedEXT [V]: wglGetProcAddress: glDrawRangeElementsEXT [V]: wglGetProcAddress: glFogCoordPointerEXT [V]: wglGetProcAddress: glFogCoorddEXT [V]: wglGetProcAddress: glFogCoorddvEXT [V]: wglGetProcAddress: glFogCoordfEXT [V]: wglGetProcAddress: glFogCoordfvEXT [V]: wglGetProcAddress: glBlitFramebufferEXT [V]: wglGetProcAddress: glRenderbufferStorageMultisampleEXT [V]: wglGetProcAddress: glBindFramebufferEXT [V]: wglGetProcAddress: glBindRenderbufferEXT [V]: wglGetProcAddress: glCheckFramebufferStatusEXT [V]: wglGetProcAddress: glDeleteFramebuffersEXT [V]: wglGetProcAddress: glDeleteRenderbuffersEXT [V]: wglGetProcAddress: glFramebufferRenderbufferEXT [V]: wglGetProcAddress: glFramebufferTexture1DEXT [V]: wglGetProcAddress: glFramebufferTexture2DEXT [V]: wglGetProcAddress: glFramebufferTexture3DEXT [V]: wglGetProcAddress: glGenFramebuffersEXT [V]: wglGetProcAddress: glGenRenderbuffersEXT [V]: wglGetProcAddress: glGenerateMipmapEXT [V]: wglGetProcAddress: glGetFramebufferAttachmentParameterivEXT [V]: wglGetProcAddress: glGetRenderbufferParameterivEXT [V]: wglGetProcAddress: glIsFramebufferEXT [V]: wglGetProcAddress: glIsRenderbufferEXT [V]: wglGetProcAddress: glRenderbufferStorageEXT [V]: wglGetProcAddress: glFramebufferTextureEXT [V]: wglGetProcAddress: glFramebufferTextureFaceEXT [V]: wglGetProcAddress: glProgramParameteriEXT [V]: wglGetProcAddress: glProgramEnvParameters4fvEXT [V]: wglGetProcAddress: glProgramLocalParameters4fvEXT [V]: wglGetProcAddress: glBindFragDataLocationEXT [V]: wglGetProcAddress: glGetFragDataLocationEXT [V]: wglGetProcAddress: glGetUniformuivEXT [V]: wglGetProcAddress: glGetVertexAttribIivEXT [V]: wglGetProcAddress: glGetVertexAttribIuivEXT [V]: wglGetProcAddress: glUniform1uiEXT [V]: wglGetProcAddress: glUniform1uivEXT [V]: wglGetProcAddress: glUniform2uiEXT [V]: wglGetProcAddress: glUniform2uivEXT [V]: wglGetProcAddress: glUniform3uiEXT [V]: wglGetProcAddress: glUniform3uivEXT [V]: wglGetProcAddress: glUniform4uiEXT [V]: wglGetProcAddress: glUniform4uivEXT [V]: wglGetProcAddress: glVertexAttribI1iEXT [V]: wglGetProcAddress: glVertexAttribI1ivEXT [V]: wglGetProcAddress: glVertexAttribI1uiEXT [V]: wglGetProcAddress: glVertexAttribI1uivEXT [V]: wglGetProcAddress: glVertexAttribI2iEXT [V]: wglGetProcAddress: glVertexAttribI2ivEXT [V]: wglGetProcAddress: glVertexAttribI2uiEXT [V]: wglGetProcAddress: glVertexAttribI2uivEXT [V]: wglGetProcAddress: glVertexAttribI3iEXT [V]: wglGetProcAddress: glVertexAttribI3ivEXT [V]: wglGetProcAddress: glVertexAttribI3uiEXT [V]: wglGetProcAddress: glVertexAttribI3uivEXT [V]: wglGetProcAddress: glVertexAttribI4bvEXT [V]: wglGetProcAddress: glVertexAttribI4iEXT [V]: wglGetProcAddress: glVertexAttribI4ivEXT [V]: wglGetProcAddress: glVertexAttribI4svEXT [V]: wglGetProcAddress: glVertexAttribI4ubvEXT [V]: wglGetProcAddress: glVertexAttribI4uiEXT [V]: wglGetProcAddress: glVertexAttribI4uivEXT [V]: wglGetProcAddress: glVertexAttribI4usvEXT [V]: wglGetProcAddress: glVertexAttribIPointerEXT [V]: wglGetProcAddress: glMultiDrawArraysEXT [V]: wglGetProcAddress: glMultiDrawElementsEXT [V]: wglGetProcAddress: glPointParameterfEXT [V]: wglGetProcAddress: glPointParameterfvEXT [V]: wglGetProcAddress: glProvokingVertexEXT [V]: wglGetProcAddress: glSecondaryColor3bEXT [V]: wglGetProcAddress: glSecondaryColor3bvEXT [V]: wglGetProcAddress: glSecondaryColor3dEXT [V]: wglGetProcAddress: glSecondaryColor3dvEXT [V]: wglGetProcAddress: glSecondaryColor3fEXT [V]: wglGetProcAddress: glSecondaryColor3fvEXT [V]: wglGetProcAddress: glSecondaryColor3iEXT [V]: wglGetProcAddress: glSecondaryColor3ivEXT [V]: wglGetProcAddress: glSecondaryColor3sEXT [V]: wglGetProcAddress: glSecondaryColor3svEXT [V]: wglGetProcAddress: glSecondaryColor3ubEXT [V]: wglGetProcAddress: glSecondaryColor3ubvEXT [V]: wglGetProcAddress: glSecondaryColor3uiEXT [V]: wglGetProcAddress: glSecondaryColor3uivEXT [V]: wglGetProcAddress: glSecondaryColor3usEXT [V]: wglGetProcAddress: glSecondaryColor3usvEXT [V]: wglGetProcAddress: glSecondaryColorPointerEXT [V]: wglGetProcAddress: glActiveProgramEXT [V]: wglGetProcAddress: glCreateShaderProgramEXT [V]: wglGetProcAddress: glUseShaderProgramEXT [V]: wglGetProcAddress: glBindImageTextureEXT [V]: wglGetProcAddress: glMemoryBarrierEXT [V]: wglGetProcAddress: glActiveStencilFaceEXT [V]: wglGetProcAddress: glTexImage3DEXT [V]: wglGetProcAddress: glFramebufferTextureLayerEXT [V]: wglGetProcAddress: glTexBufferEXT [V]: wglGetProcAddress: glClearColorIiEXT [V]: wglGetProcAddress: glClearColorIuiEXT [V]: wglGetProcAddress: glGetTexParameterIivEXT [V]: wglGetProcAddress: glGetTexParameterIuivEXT [V]: wglGetProcAddress: glTexParameterIivEXT [V]: wglGetProcAddress: glTexParameterIuivEXT [V]: wglGetProcAddress: glAreTexturesResidentEXT [V]: wglGetProcAddress: glBindTextureEXT [V]: wglGetProcAddress: glDeleteTexturesEXT [V]: wglGetProcAddress: glGenTexturesEXT [V]: wglGetProcAddress: glIsTextureEXT [V]: wglGetProcAddress: glPrioritizeTexturesEXT [V]: wglGetProcAddress: glGetQueryObjecti64vEXT [V]: wglGetProcAddress: glGetQueryObjectui64vEXT [V]: wglGetProcAddress: glArrayElementEXT [V]: wglGetProcAddress: glColorPointerEXT [V]: wglGetProcAddress: glDrawArraysEXT [V]: wglGetProcAddress: glEdgeFlagPointerEXT [V]: wglGetProcAddress: glIndexPointerEXT [V]: wglGetProcAddress: glNormalPointerEXT [V]: wglGetProcAddress: glTexCoordPointerEXT [V]: wglGetProcAddress: glVertexPointerEXT [V]: wglGetProcAddress: glGetVertexAttribLdvEXT [V]: wglGetProcAddress: glVertexArrayVertexAttribLOffsetEXT [V]: wglGetProcAddress: glVertexAttribL1dEXT [V]: wglGetProcAddress: glVertexAttribL1dvEXT [V]: wglGetProcAddress: glVertexAttribL2dEXT [V]: wglGetProcAddress: glVertexAttribL2dvEXT [V]: wglGetProcAddress: glVertexAttribL3dEXT [V]: wglGetProcAddress: glVertexAttribL3dvEXT [V]: wglGetProcAddress: glVertexAttribL4dEXT [V]: wglGetProcAddress: glVertexAttribL4dvEXT [V]: wglGetProcAddress: glVertexAttribLPointerEXT [V]: wglGetProcAddress: glBlendBarrierKHR [V]: wglGetProcAddress: glDebugMessageCallback [V]: wglGetProcAddress: glDebugMessageControl [V]: wglGetProcAddress: glDebugMessageInsert [V]: wglGetProcAddress: glGetDebugMessageLog [V]: wglGetProcAddress: glGetObjectLabel [V]: wglGetProcAddress: glGetObjectPtrLabel [V]: wglGetProcAddress: glObjectLabel [V]: wglGetProcAddress: glObjectPtrLabel [V]: wglGetProcAddress: glPopDebugGroup [V]: wglGetProcAddress: glPushDebugGroup [V]: wglGetProcAddress: glGetnUniformfv [V]: wglGetProcAddress: glGetnUniformiv [V]: wglGetProcAddress: glGetnUniformuiv [V]: wglGetProcAddress: glReadnPixels [V]: wglGetProcAddress: glBufferRegionEnabled [V]: wglGetProcAddress: glDeleteBufferRegion [V]: wglGetProcAddress: glDrawBufferRegion [V]: wglGetProcAddress: glNewBufferRegion [V]: wglGetProcAddress: glReadBufferRegion [V]: wglGetProcAddress: glBeginConditionalRenderNVX [V]: wglGetProcAddress: glEndConditionalRenderNVX [V]: wglGetProcAddress: glMultiDrawArraysIndirectBindlessNV [V]: wglGetProcAddress: glMultiDrawElementsIndirectBindlessNV [V]: wglGetProcAddress: glMultiDrawArraysIndirectBindlessCountNV [V]: wglGetProcAddress: glMultiDrawElementsIndirectBindlessCountNV [V]: wglGetProcAddress: glGetImageHandleNV [V]: wglGetProcAddress: glGetTextureHandleNV [V]: wglGetProcAddress: glGetTextureSamplerHandleNV [V]: wglGetProcAddress: glIsImageHandleResidentNV [V]: wglGetProcAddress: glIsTextureHandleResidentNV [V]: wglGetProcAddress: glMakeImageHandleNonResidentNV [V]: wglGetProcAddress: glMakeImageHandleResidentNV [V]: wglGetProcAddress: glMakeTextureHandleNonResidentNV [V]: wglGetProcAddress: glMakeTextureHandleResidentNV [V]: wglGetProcAddress: glProgramUniformHandleui64NV [V]: wglGetProcAddress: glProgramUniformHandleui64vNV [V]: wglGetProcAddress: glUniformHandleui64NV [V]: wglGetProcAddress: glUniformHandleui64vNV [V]: wglGetProcAddress: glBlendBarrierNV [V]: wglGetProcAddress: glBlendParameteriNV [V]: wglGetProcAddress: glBeginConditionalRenderNV [V]: wglGetProcAddress: glEndConditionalRenderNV [V]: wglGetProcAddress: glCopyImageSubDataNV [V]: wglGetProcAddress: glClearDepthdNV [V]: wglGetProcAddress: glDepthBoundsdNV [V]: wglGetProcAddress: glDepthRangedNV [V]: wglGetProcAddress: glDrawTextureNV [V]: wglGetProcAddress: glGetMultisamplefvNV [V]: wglGetProcAddress: glSampleMaskIndexedNV [V]: wglGetProcAddress: glTexRenderbufferNV [V]: wglGetProcAddress: glDeleteFencesNV [V]: wglGetProcAddress: glFinishFenceNV [V]: wglGetProcAddress: glGenFencesNV [V]: wglGetProcAddress: glGetFenceivNV [V]: wglGetProcAddress: glIsFenceNV [V]: wglGetProcAddress: glSetFenceNV [V]: wglGetProcAddress: glTestFenceNV [V]: wglGetProcAddress: glGetProgramNamedParameterdvNV [V]: wglGetProcAddress: glGetProgramNamedParameterfvNV [V]: wglGetProcAddress: glProgramNamedParameter4dNV [V]: wglGetProcAddress: glProgramNamedParameter4dvNV [V]: wglGetProcAddress: glProgramNamedParameter4fNV [V]: wglGetProcAddress: glProgramNamedParameter4fvNV [V]: wglGetProcAddress: glRenderbufferStorageMultisampleCoverageNV [V]: wglGetProcAddress: glProgramVertexLimitNV [V]: wglGetProcAddress: glProgramEnvParameterI4iNV [V]: wglGetProcAddress: glProgramEnvParameterI4ivNV [V]: wglGetProcAddress: glProgramEnvParameterI4uiNV [V]: wglGetProcAddress: glProgramEnvParameterI4uivNV [V]: wglGetProcAddress: glProgramEnvParametersI4ivNV [V]: wglGetProcAddress: glProgramEnvParametersI4uivNV [V]: wglGetProcAddress: glProgramLocalParameterI4iNV [V]: wglGetProcAddress: glProgramLocalParameterI4ivNV [V]: wglGetProcAddress: glProgramLocalParameterI4uiNV [V]: wglGetProcAddress: glProgramLocalParameterI4uivNV [V]: wglGetProcAddress: glProgramLocalParametersI4ivNV [V]: wglGetProcAddress: glProgramLocalParametersI4uivNV [V]: wglGetProcAddress: glGetUniformi64vNV [V]: wglGetProcAddress: glGetUniformui64vNV [V]: wglGetProcAddress: glProgramUniform1i64NV [V]: wglGetProcAddress: glProgramUniform1i64vNV [V]: wglGetProcAddress: glProgramUniform1ui64NV [V]: wglGetProcAddress: glProgramUniform1ui64vNV [V]: wglGetProcAddress: glProgramUniform2i64NV [V]: wglGetProcAddress: glProgramUniform2i64vNV [V]: wglGetProcAddress: glProgramUniform2ui64NV [V]: wglGetProcAddress: glProgramUniform2ui64vNV [V]: wglGetProcAddress: glProgramUniform3i64NV [V]: wglGetProcAddress: glProgramUniform3i64vNV [V]: wglGetProcAddress: glProgramUniform3ui64NV [V]: wglGetProcAddress: glProgramUniform3ui64vNV [V]: wglGetProcAddress: glProgramUniform4i64NV [V]: wglGetProcAddress: glProgramUniform4i64vNV [V]: wglGetProcAddress: glProgramUniform4ui64NV [V]: wglGetProcAddress: glProgramUniform4ui64vNV [V]: wglGetProcAddress: glUniform1i64NV [V]: wglGetProcAddress: glUniform1i64vNV [V]: wglGetProcAddress: glUniform1ui64NV [V]: wglGetProcAddress: glUniform1ui64vNV [V]: wglGetProcAddress: glUniform2i64NV [V]: wglGetProcAddress: glUniform2i64vNV [V]: wglGetProcAddress: glUniform2ui64NV [V]: wglGetProcAddress: glUniform2ui64vNV [V]: wglGetProcAddress: glUniform3i64NV [V]: wglGetProcAddress: glUniform3i64vNV [V]: wglGetProcAddress: glUniform3ui64NV [V]: wglGetProcAddress: glUniform3ui64vNV [V]: wglGetProcAddress: glUniform4i64NV [V]: wglGetProcAddress: glUniform4i64vNV [V]: wglGetProcAddress: glUniform4ui64NV [V]: wglGetProcAddress: glUniform4ui64vNV [V]: wglGetProcAddress: glColor3hNV [V]: wglGetProcAddress: glColor3hvNV [V]: wglGetProcAddress: glColor4hNV [V]: wglGetProcAddress: glColor4hvNV [V]: wglGetProcAddress: glFogCoordhNV [V]: wglGetProcAddress: glFogCoordhvNV [V]: wglGetProcAddress: glMultiTexCoord1hNV [V]: wglGetProcAddress: glMultiTexCoord1hvNV [V]: wglGetProcAddress: glMultiTexCoord2hNV [V]: wglGetProcAddress: glMultiTexCoord2hvNV [V]: wglGetProcAddress: glMultiTexCoord3hNV [V]: wglGetProcAddress: glMultiTexCoord3hvNV [V]: wglGetProcAddress: glMultiTexCoord4hNV [V]: wglGetProcAddress: glMultiTexCoord4hvNV [V]: wglGetProcAddress: glNormal3hNV [V]: wglGetProcAddress: glNormal3hvNV [V]: wglGetProcAddress: glSecondaryColor3hNV [V]: wglGetProcAddress: glSecondaryColor3hvNV [V]: wglGetProcAddress: glTexCoord1hNV [V]: wglGetProcAddress: glTexCoord1hvNV [V]: wglGetProcAddress: glTexCoord2hNV [V]: wglGetProcAddress: glTexCoord2hvNV [V]: wglGetProcAddress: glTexCoord3hNV [V]: wglGetProcAddress: glTexCoord3hvNV [V]: wglGetProcAddress: glTexCoord4hNV [V]: wglGetProcAddress: glTexCoord4hvNV [V]: wglGetProcAddress: glVertex2hNV [V]: wglGetProcAddress: glVertex2hvNV [V]: wglGetProcAddress: glVertex3hNV [V]: wglGetProcAddress: glVertex3hvNV [V]: wglGetProcAddress: glVertex4hNV [V]: wglGetProcAddress: glVertex4hvNV [V]: wglGetProcAddress: glVertexAttrib1hNV [V]: wglGetProcAddress: glVertexAttrib1hvNV [V]: wglGetProcAddress: glVertexAttrib2hNV [V]: wglGetProcAddress: glVertexAttrib2hvNV [V]: wglGetProcAddress: glVertexAttrib3hNV [V]: wglGetProcAddress: glVertexAttrib3hvNV [V]: wglGetProcAddress: glVertexAttrib4hNV [V]: wglGetProcAddress: glVertexAttrib4hvNV [V]: wglGetProcAddress: glVertexAttribs1hvNV [V]: wglGetProcAddress: glVertexAttribs2hvNV [V]: wglGetProcAddress: glVertexAttribs3hvNV [V]: wglGetProcAddress: glVertexAttribs4hvNV [V]: wglGetProcAddress: glVertexWeighthNV [V]: wglGetProcAddress: glVertexWeighthvNV [V]: wglGetProcAddress: glBeginOcclusionQueryNV [V]: wglGetProcAddress: glDeleteOcclusionQueriesNV [V]: wglGetProcAddress: glEndOcclusionQueryNV [V]: wglGetProcAddress: glGenOcclusionQueriesNV [V]: wglGetProcAddress: glGetOcclusionQueryivNV [V]: wglGetProcAddress: glGetOcclusionQueryuivNV [V]: wglGetProcAddress: glIsOcclusionQueryNV [V]: wglGetProcAddress: glProgramBufferParametersIivNV [V]: wglGetProcAddress: glProgramBufferParametersIuivNV [V]: wglGetProcAddress: glProgramBufferParametersfvNV [V]: wglGetProcAddress: glCopyPathNV [V]: wglGetProcAddress: glCoverFillPathInstancedNV [V]: wglGetProcAddress: glCoverFillPathNV [V]: wglGetProcAddress: glCoverStrokePathInstancedNV [V]: wglGetProcAddress: glCoverStrokePathNV [V]: wglGetProcAddress: glDeletePathsNV [V]: wglGetProcAddress: glGenPathsNV [V]: wglGetProcAddress: glGetPathColorGenfvNV [V]: wglGetProcAddress: glGetPathColorGenivNV [V]: wglGetProcAddress: glGetPathCommandsNV [V]: wglGetProcAddress: glGetPathCoordsNV [V]: wglGetProcAddress: glGetPathDashArrayNV [V]: wglGetProcAddress: glGetPathLengthNV [V]: wglGetProcAddress: glGetPathMetricRangeNV [V]: wglGetProcAddress: glGetPathMetricsNV [V]: wglGetProcAddress: glGetPathParameterfvNV [V]: wglGetProcAddress: glGetPathParameterivNV [V]: wglGetProcAddress: glGetPathSpacingNV [V]: wglGetProcAddress: glGetPathTexGenfvNV [V]: wglGetProcAddress: glGetPathTexGenivNV [V]: wglGetProcAddress: glInterpolatePathsNV [V]: wglGetProcAddress: glIsPathNV [V]: wglGetProcAddress: glIsPointInFillPathNV [V]: wglGetProcAddress: glIsPointInStrokePathNV [V]: wglGetProcAddress: glPathColorGenNV [V]: wglGetProcAddress: glPathCommandsNV [V]: wglGetProcAddress: glPathCoordsNV [V]: wglGetProcAddress: glPathCoverDepthFuncNV [V]: wglGetProcAddress: glPathDashArrayNV [V]: wglGetProcAddress: glPathFogGenNV [V]: wglGetProcAddress: glPathGlyphRangeNV [V]: wglGetProcAddress: glPathGlyphsNV [V]: wglGetProcAddress: glPathParameterfNV [V]: wglGetProcAddress: glPathParameterfvNV [V]: wglGetProcAddress: glPathParameteriNV [V]: wglGetProcAddress: glPathParameterivNV [V]: wglGetProcAddress: glPathStencilDepthOffsetNV [V]: wglGetProcAddress: glPathStencilFuncNV [V]: wglGetProcAddress: glPathStringNV [V]: wglGetProcAddress: glPathSubCommandsNV [V]: wglGetProcAddress: glPathSubCoordsNV [V]: wglGetProcAddress: glPathTexGenNV [V]: wglGetProcAddress: glPointAlongPathNV [V]: wglGetProcAddress: glStencilFillPathInstancedNV [V]: wglGetProcAddress: glStencilFillPathNV [V]: wglGetProcAddress: glStencilStrokePathInstancedNV [V]: wglGetProcAddress: glStencilStrokePathNV [V]: wglGetProcAddress: glTransformPathNV [V]: wglGetProcAddress: glWeightPathsNV [V]: wglGetProcAddress: glFlushPixelDataRangeNV [V]: wglGetProcAddress: glPixelDataRangeNV [V]: wglGetProcAddress: glPointParameteriNV [V]: wglGetProcAddress: glPointParameterivNV [V]: wglGetProcAddress: glPrimitiveRestartIndexNV [V]: wglGetProcAddress: glPrimitiveRestartNV [V]: wglGetProcAddress: glCombinerInputNV [V]: wglGetProcAddress: glCombinerOutputNV [V]: wglGetProcAddress: glCombinerParameterfNV [V]: wglGetProcAddress: glCombinerParameterfvNV [V]: wglGetProcAddress: glCombinerParameteriNV [V]: wglGetProcAddress: glCombinerParameterivNV [V]: wglGetProcAddress: glFinalCombinerInputNV [V]: wglGetProcAddress: glGetCombinerInputParameterfvNV [V]: wglGetProcAddress: glGetCombinerInputParameterivNV [V]: wglGetProcAddress: glGetCombinerOutputParameterfvNV [V]: wglGetProcAddress: glGetCombinerOutputParameterivNV [V]: wglGetProcAddress: glGetFinalCombinerInputParameterfvNV [V]: wglGetProcAddress: glGetFinalCombinerInputParameterivNV [V]: wglGetProcAddress: glCombinerStageParameterfvNV [V]: wglGetProcAddress: glGetCombinerStageParameterfvNV [V]: wglGetProcAddress: glGetBufferParameterui64vNV [V]: wglGetProcAddress: glGetIntegerui64vNV [V]: wglGetProcAddress: glGetNamedBufferParameterui64vNV [V]: wglGetProcAddress: glIsBufferResidentNV [V]: wglGetProcAddress: glIsNamedBufferResidentNV [V]: wglGetProcAddress: glMakeBufferNonResidentNV [V]: wglGetProcAddress: glMakeBufferResidentNV [V]: wglGetProcAddress: glMakeNamedBufferNonResidentNV [V]: wglGetProcAddress: glMakeNamedBufferResidentNV [V]: wglGetProcAddress: glProgramUniformui64NV [V]: wglGetProcAddress: glProgramUniformui64vNV [V]: wglGetProcAddress: glUniformui64NV [V]: wglGetProcAddress: glUniformui64vNV [V]: wglGetProcAddress: glTextureBarrierNV [V]: wglGetProcAddress: glTexImage2DMultisampleCoverageNV [V]: wglGetProcAddress: glTexImage3DMultisampleCoverageNV [V]: wglGetProcAddress: glTextureImage2DMultisampleCoverageNV [V]: wglGetProcAddress: glTextureImage2DMultisampleNV [V]: wglGetProcAddress: glTextureImage3DMultisampleCoverageNV [V]: wglGetProcAddress: glTextureImage3DMultisampleNV [V]: wglGetProcAddress: glActiveVaryingNV [V]: wglGetProcAddress: glBeginTransformFeedbackNV [V]: wglGetProcAddress: glBindBufferBaseNV [V]: wglGetProcAddress: glBindBufferOffsetNV [V]: wglGetProcAddress: glBindBufferRangeNV [V]: wglGetProcAddress: glEndTransformFeedbackNV [V]: wglGetProcAddress: glGetActiveVaryingNV [V]: wglGetProcAddress: glGetTransformFeedbackVaryingNV [V]: wglGetProcAddress: glGetVaryingLocationNV [V]: wglGetProcAddress: glTransformFeedbackAttribsNV [V]: wglGetProcAddress: glTransformFeedbackVaryingsNV [V]: wglGetProcAddress: glBindTransformFeedbackNV [V]: wglGetProcAddress: glDeleteTransformFeedbacksNV [V]: wglGetProcAddress: glDrawTransformFeedbackNV [V]: wglGetProcAddress: glGenTransformFeedbacksNV [V]: wglGetProcAddress: glIsTransformFeedbackNV [V]: wglGetProcAddress: glPauseTransformFeedbackNV [V]: wglGetProcAddress: glResumeTransformFeedbackNV [V]: wglGetProcAddress: glFlushVertexArrayRangeNV [V]: wglGetProcAddress: glVertexArrayRangeNV [V]: wglGetProcAddress: glGetVertexAttribLi64vNV [V]: wglGetProcAddress: glGetVertexAttribLui64vNV [V]: wglGetProcAddress: glVertexAttribL1i64NV [V]: wglGetProcAddress: glVertexAttribL1i64vNV [V]: wglGetProcAddress: glVertexAttribL1ui64NV [V]: wglGetProcAddress: glVertexAttribL1ui64vNV [V]: wglGetProcAddress: glVertexAttribL2i64NV [V]: wglGetProcAddress: glVertexAttribL2i64vNV [V]: wglGetProcAddress: glVertexAttribL2ui64NV [V]: wglGetProcAddress: glVertexAttribL2ui64vNV [V]: wglGetProcAddress: glVertexAttribL3i64NV [V]: wglGetProcAddress: glVertexAttribL3i64vNV [V]: wglGetProcAddress: glVertexAttribL3ui64NV [V]: wglGetProcAddress: glVertexAttribL3ui64vNV [V]: wglGetProcAddress: glVertexAttribL4i64NV [V]: wglGetProcAddress: glVertexAttribL4i64vNV [V]: wglGetProcAddress: glVertexAttribL4ui64NV [V]: wglGetProcAddress: glVertexAttribL4ui64vNV [V]: wglGetProcAddress: glVertexAttribLFormatNV [V]: wglGetProcAddress: glBufferAddressRangeNV [V]: wglGetProcAddress: glColorFormatNV [V]: wglGetProcAddress: glEdgeFlagFormatNV [V]: wglGetProcAddress: glFogCoordFormatNV [V]: wglGetProcAddress: glGetIntegerui64i_vNV [V]: wglGetProcAddress: glIndexFormatNV [V]: wglGetProcAddress: glNormalFormatNV [V]: wglGetProcAddress: glSecondaryColorFormatNV [V]: wglGetProcAddress: glTexCoordFormatNV [V]: wglGetProcAddress: glVertexAttribFormatNV [V]: wglGetProcAddress: glVertexAttribIFormatNV [V]: wglGetProcAddress: glVertexFormatNV [V]: wglGetProcAddress: glAreProgramsResidentNV [V]: wglGetProcAddress: glBindProgramNV [V]: wglGetProcAddress: glDeleteProgramsNV [V]: wglGetProcAddress: glExecuteProgramNV [V]: wglGetProcAddress: glGenProgramsNV [V]: wglGetProcAddress: glGetProgramParameterdvNV [V]: wglGetProcAddress: glGetProgramParameterfvNV [V]: wglGetProcAddress: glGetProgramStringNV [V]: wglGetProcAddress: glGetProgramivNV [V]: wglGetProcAddress: glGetTrackMatrixivNV [V]: wglGetProcAddress: glGetVertexAttribPointervNV [V]: wglGetProcAddress: glGetVertexAttribdvNV [V]: wglGetProcAddress: glGetVertexAttribfvNV [V]: wglGetProcAddress: glGetVertexAttribivNV [V]: wglGetProcAddress: glIsProgramNV [V]: wglGetProcAddress: glLoadProgramNV [V]: wglGetProcAddress: glProgramParameter4dNV [V]: wglGetProcAddress: glProgramParameter4dvNV [V]: wglGetProcAddress: glProgramParameter4fNV [V]: wglGetProcAddress: glProgramParameter4fvNV [V]: wglGetProcAddress: glProgramParameters4dvNV [V]: wglGetProcAddress: glProgramParameters4fvNV [V]: wglGetProcAddress: glRequestResidentProgramsNV [V]: wglGetProcAddress: glTrackMatrixNV [V]: wglGetProcAddress: glVertexAttrib1dNV [V]: wglGetProcAddress: glVertexAttrib1dvNV [V]: wglGetProcAddress: glVertexAttrib1fNV [V]: wglGetProcAddress: glVertexAttrib1fvNV [V]: wglGetProcAddress: glVertexAttrib1sNV [V]: wglGetProcAddress: glVertexAttrib1svNV [V]: wglGetProcAddress: glVertexAttrib2dNV [V]: wglGetProcAddress: glVertexAttrib2dvNV [V]: wglGetProcAddress: glVertexAttrib2fNV [V]: wglGetProcAddress: glVertexAttrib2fvNV [V]: wglGetProcAddress: glVertexAttrib2sNV [V]: wglGetProcAddress: glVertexAttrib2svNV [V]: wglGetProcAddress: glVertexAttrib3dNV [V]: wglGetProcAddress: glVertexAttrib3dvNV [V]: wglGetProcAddress: glVertexAttrib3fNV [V]: wglGetProcAddress: glVertexAttrib3fvNV [V]: wglGetProcAddress: glVertexAttrib3sNV [V]: wglGetProcAddress: glVertexAttrib3svNV [V]: wglGetProcAddress: glVertexAttrib4dNV [V]: wglGetProcAddress: glVertexAttrib4dvNV [V]: wglGetProcAddress: glVertexAttrib4fNV [V]: wglGetProcAddress: glVertexAttrib4fvNV [V]: wglGetProcAddress: glVertexAttrib4sNV [V]: wglGetProcAddress: glVertexAttrib4svNV [V]: wglGetProcAddress: glVertexAttrib4ubNV [V]: wglGetProcAddress: glVertexAttrib4ubvNV [V]: wglGetProcAddress: glVertexAttribPointerNV [V]: wglGetProcAddress: glVertexAttribs1dvNV [V]: wglGetProcAddress: glVertexAttribs1fvNV [V]: wglGetProcAddress: glVertexAttribs1svNV [V]: wglGetProcAddress: glVertexAttribs2dvNV [V]: wglGetProcAddress: glVertexAttribs2fvNV [V]: wglGetProcAddress: glVertexAttribs2svNV [V]: wglGetProcAddress: glVertexAttribs3dvNV [V]: wglGetProcAddress: glVertexAttribs3fvNV [V]: wglGetProcAddress: glVertexAttribs3svNV [V]: wglGetProcAddress: glVertexAttribs4dvNV [V]: wglGetProcAddress: glVertexAttribs4fvNV [V]: wglGetProcAddress: glVertexAttribs4svNV [V]: wglGetProcAddress: glVertexAttribs4ubvNV [V]: wglGetProcAddress: glAddSwapHintRectWIN [V]: wglGetProcAddress: wglGetExtensionsStringARB [V]: wglGetProcAddress: wglGetExtensionsStringEXT [V]: wglGetProcAddress: wglCreateBufferRegionARB [V]: wglGetProcAddress: wglDeleteBufferRegionARB [V]: wglGetProcAddress: wglRestoreBufferRegionARB [V]: wglGetProcAddress: wglSaveBufferRegionARB [V]: wglGetProcAddress: wglCreateContextAttribsARB [V]: wglGetProcAddress: wglGetExtensionsStringARB [V]: wglGetProcAddress: wglGetCurrentReadDCARB [V]: wglGetProcAddress: wglMakeContextCurrentARB [V]: wglGetProcAddress: wglCreatePbufferARB [V]: wglGetProcAddress: wglDestroyPbufferARB [V]: wglGetProcAddress: wglGetPbufferDCARB [V]: wglGetProcAddress: wglQueryPbufferARB [V]: wglGetProcAddress: wglReleasePbufferDCARB [V]: wglGetProcAddress: wglChoosePixelFormatARB [V]: wglGetProcAddress: wglGetPixelFormatAttribfvARB [V]: wglGetProcAddress: wglGetPixelFormatAttribivARB [V]: wglGetProcAddress: wglBindTexImageARB [V]: wglGetProcAddress: wglReleaseTexImageARB [V]: wglGetProcAddress: wglSetPbufferAttribARB [V]: wglGetProcAddress: wglGetExtensionsStringEXT [V]: wglGetProcAddress: wglGetSwapIntervalEXT [V]: wglGetProcAddress: wglSwapIntervalEXT [V]: wglGetProcAddress: wglDXCloseDeviceNV [V]: wglGetProcAddress: wglDXLockObjectsNV [V]: wglGetProcAddress: wglDXObjectAccessNV [V]: wglGetProcAddress: wglDXOpenDeviceNV [V]: wglGetProcAddress: wglDXRegisterObjectNV [V]: wglGetProcAddress: wglDXSetResourceShareHandleNV [V]: wglGetProcAddress: wglDXUnlockObjectsNV [V]: wglGetProcAddress: wglDXUnregisterObjectNV [V]: wglGetProcAddress: wglCopyImageSubDataNV [V]: wglGetProcAddress: wglDelayBeforeSwapNV [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1600, height: 900 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [I]: Found FPS code @ 0x00cbde17 [I]: FPS unlocked [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1600, height: 900 [V]: glScissor exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 1920, height: 1088, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 1, width: 1920, height: 1088, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x10107020 [V]: glTexImage2D pre call | id: 1, width: 1920, height: 1088, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x10107020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 1920, height: 1088, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 2, width: 1920, height: 1088, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x10a29020 [V]: glTexImage2D pre call | id: 2, width: 1920, height: 1088, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x10a29020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 1920, height: 1088, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 3, width: 1920, height: 1088, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x1134f020 [V]: glTexImage2D pre call | id: 3, width: 1920, height: 1088, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x1134f020 [V]: glTexImage2D exit [V]: cgCreateProgram enter | len: 121 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 73 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 8436 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 30706 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 1788 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 4433 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 538 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 335 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 2063 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 3884 [V]: cgCreateProgram exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: -352, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: -352, width: 2560, height: 1440 [V]: glScissor exit [V]: cgCreateProgram enter | len: 1252 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 669 [V]: cgCreateProgram exit [V]: glTexImage2D enter | id: 4, width: 1920, height: 1088, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x11cb9020 [V]: glTexImage2D pre call | id: 4, width: 1920, height: 1088, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x11cb9020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 1920, height: 1088, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 5, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124c1020 [V]: glTexImage2D pre call | id: 5, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124c1020 [V]: glTexImage2D exit [V]: glTexImage2D enter | id: 6, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124c3020 [V]: glTexImage2D pre call | id: 6, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124c3020 [V]: glTexImage2D exit [V]: glTexImage2D enter | id: 7, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124c3020 [V]: glTexImage2D pre call | id: 7, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124c3020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 1024, height: 1024, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 8, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124cf020 [V]: glTexImage2D pre call | id: 8, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124cf020 [V]: glTexImage2D exit [V]: glTexImage2D enter | id: 9, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124ce020 [V]: glTexImage2D pre call | id: 9, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124ce020 [V]: glTexImage2D exit [V]: glTexImage2D enter | id: 10, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124ca020 [V]: glTexImage2D pre call | id: 10, width: 1024, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124ca020 [V]: glTexImage2D exit [V]: glTexImage2D enter | id: 11, width: 3840, height: 2176, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124cb020 [V]: glTexImage2D pre call | id: 11, width: 3840, height: 2176, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x124cb020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 3840, height: 2176, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: cgCreateProgram enter | len: 557 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 580 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 187 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 825 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 958 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 525 [V]: cgCreateProgram exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glTexImage2D enter | id: 12, width: 512, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x258e4020 [V]: glTexImage2D pre call | id: 12, width: 512, height: 1024, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x258e4020 [V]: glTexImage2D exit [V]: glTexImage2D enter | id: 13, width: 512, height: 256, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x24f21020 [V]: glTexImage2D pre call | id: 13, width: 512, height: 256, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x24f21020 [V]: glTexImage2D exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: wglGetProcAddress: glActiveTextureARB [V]: wglGetProcAddress: glClientActiveTextureARB [V]: wglGetProcAddress: glCreateShader [V]: wglGetProcAddress: glShaderSource [V]: wglGetProcAddress: glCompileShader [V]: wglGetProcAddress: glGetShaderiv [V]: wglGetProcAddress: glGetShaderInfoLog [V]: wglGetProcAddress: glAttachShader [V]: wglGetProcAddress: glDeleteShader [V]: wglGetProcAddress: glCreateProgram [V]: wglGetProcAddress: glLinkProgram [V]: wglGetProcAddress: glGetProgramiv [V]: wglGetProcAddress: glGetProgramInfoLog [V]: wglGetProcAddress: glDeleteProgram [V]: wglGetProcAddress: glIsProgram [V]: wglGetProcAddress: glUseProgram [V]: wglGetProcAddress: glGetAttribLocation [V]: wglGetProcAddress: glGetUniformLocation [V]: wglGetProcAddress: glGetUniformiv [V]: wglGetProcAddress: glUniform4fv [V]: wglGetProcAddress: glUniform1i [V]: wglGetProcAddress: glUniformMatrix4fv [V]: wglGetProcAddress: glEnableVertexAttribArray [V]: wglGetProcAddress: glDisableVertexAttribArray [V]: wglGetProcAddress: glVertexAttribPointer [V]: wglGetProcAddress: glVertexAttrib4f [V]: wglGetProcAddress: glVertexAttrib4fv [V]: wglGetProcAddress: glGenBuffers [V]: wglGetProcAddress: glDeleteBuffers [V]: wglGetProcAddress: glBindBuffer [V]: wglGetProcAddress: glBufferData [V]: wglGetProcAddress: glBufferSubData [V]: wglGetProcAddress: glGenVertexArrays [V]: wglGetProcAddress: glDeleteVertexArrays [V]: wglGetProcAddress: glBindVertexArray [V]: wglGetProcAddress: glBindSampler [V]: wglGetProcAddress: glBlendFuncSeparate [V]: wglGetProcAddress: glBlendEquationSeparate [V]: wglGetProcAddress: glBindProgramPipeline [V]: wglGetProcAddress: glBindFramebufferEXT [V]: wglGetProcAddress: glDrawBuffers [V]: wglGetProcAddress: glClipControl [V]: wglGetProcAddress: glGenBuffersARB [V]: wglGetProcAddress: glBindBufferARB [V]: wglGetProcAddress: glMapBufferARB [V]: wglGetProcAddress: glUnmapBufferARB [V]: wglGetProcAddress: glDeleteBuffersARB [V]: wglGetProcAddress: glBufferDataARB [V]: wglGetProcAddress: glDebugMessageCallbackARB [V]: wglGetProcAddress: glGenFramebuffers [V]: wglGetProcAddress: glDeleteFramebuffers [V]: wglGetProcAddress: glFramebufferTexture2D [V]: wglGetProcAddress: glBindFramebuffer [V]: wglGetProcAddress: glBlitFramebuffer [V]: wglGetProcAddress: glCheckFramebufferStatus [V]: wglGetProcAddress: glGetStringi [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glTexImage2D enter | id: 14, width: 512, height: 512, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x259af020 [V]: glTexImage2D pre call | id: 14, width: 512, height: 512, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x259af020 [V]: glTexImage2D exit [V]: glTexImage2D enter | id: 15, width: 512, height: 512, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x259ad020 [V]: glTexImage2D pre call | id: 15, width: 512, height: 512, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x259ad020 [V]: glTexImage2D exit [V]: glTexImage2D enter | id: 16, width: 512, height: 256, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x24f26020 [V]: glTexImage2D pre call | id: 16, width: 512, height: 256, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x24f26020 [V]: glTexImage2D exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: cgCreateProgram enter | len: 931 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 931 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 931 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 931 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 931 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 467 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 10766 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 6467 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 3727 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 4204 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 4390 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 11616 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 8118 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 5350 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 5580 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 24772 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 1972 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 13560 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 11734 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 881 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 3727 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 551 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 944 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 19709 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 19948 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 20782 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 2428 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 4809 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 4535 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 4502 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 457 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 321 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 390 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 369 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 347 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 299 [V]: cgCreateProgram exit [V]: glTexImage2D enter | id: 17, width: 1920, height: 1088, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x26915020 [V]: glTexImage2D pre call | id: 17, width: 1920, height: 1088, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x26915020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 1920, height: 1088, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: cgCreateProgram enter | len: 387 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 466 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 1344 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 1045 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 457 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 457 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 457 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 3371 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 3311 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 3373 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 3313 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 187 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 349 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 943 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 1259 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 852 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 831 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 1030 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 10436 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 8586 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 6989 [V]: cgCreateProgram exit [V]: cgCreateProgram enter | len: 6304 [V]: cgCreateProgram exit [V]: glTexImage2D enter | id: 18, width: 961, height: 545, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x2691c020 [V]: glTexImage2D pre call | id: 18, width: 961, height: 545, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x2691c020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 961, height: 545, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 19, width: 481, height: 273, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x24c27020 [V]: glTexImage2D pre call | id: 19, width: 481, height: 273, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x24c27020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 481, height: 273, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 20, width: 256, height: 146, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26917020 [V]: glTexImage2D pre call | id: 20, width: 256, height: 146, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26917020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 256, height: 146, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 21, width: 256, height: 146, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26914020 [V]: glTexImage2D pre call | id: 21, width: 256, height: 146, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26914020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 256, height: 146, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 22, width: 256, height: 146, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26913020 [V]: glTexImage2D pre call | id: 22, width: 256, height: 146, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26913020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 256, height: 146, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 23, width: 256, height: 146, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26916020 [V]: glTexImage2D pre call | id: 23, width: 256, height: 146, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26916020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 256, height: 146, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 24, width: 128, height: 72, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26918020 [V]: glTexImage2D pre call | id: 24, width: 128, height: 72, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26918020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 128, height: 72, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 25, width: 128, height: 72, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26910020 [V]: glTexImage2D pre call | id: 25, width: 128, height: 72, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26910020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 128, height: 72, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 26, width: 128, height: 72, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26915020 [V]: glTexImage2D pre call | id: 26, width: 128, height: 72, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26915020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 128, height: 72, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glTexImage2D enter | id: 27, width: 256, height: 146, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26919020 [V]: glTexImage2D pre call | id: 27, width: 256, height: 146, target: 3553, level: 0, internalformat: 34836, format: 6408, type: 5126, data: 0x26919020 [V]: glTexImage2D exit [V]: glRenderbufferStorageEXT enter | id: 0, width: 256, height: 146, target: 36161, internalformat: 6402 [V]: glRenderbufferStorageEXT exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 1, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 1, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glTexImage2D enter | id: 62738, width: 1, height: 1, target: 3553, level: 0, internalformat: 32856, format: 6408, type: 5121, data: 0x12ac0bb8 [V]: glTexImage2D pre call | id: 62738, width: 1, height: 1, target: 3553, level: 0, internalformat: 32856, format: 6408, type: 5121, data: 0x12ac0bb8 [V]: glTexImage2D exit [V]: glTexImage2D enter | id: 62740, width: 128, height: 256, target: 3553, level: 0, internalformat: 32856, format: 6408, type: 5121, data: 0x12b59bf0 [V]: glTexImage2D pre call | id: 62740, width: 128, height: 256, target: 3553, level: 0, internalformat: 32856, format: 6408, type: 5121, data: 0x12b59bf0 [V]: glTexImage2D exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glTexImage2D enter | id: 28, width: 288, height: 32, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x12b47b80 [V]: glTexImage2D pre call | id: 28, width: 288, height: 32, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x12b47b80 [V]: glTexImage2D exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 2, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 2, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 3, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 3, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 1, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 1, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glTexImage2D enter | id: 62740, width: 128, height: 256, target: 3553, level: 0, internalformat: 32856, format: 6408, type: 5121, data: 0x12b59bf0 [V]: glTexImage2D pre call | id: 62740, width: 128, height: 256, target: 3553, level: 0, internalformat: 32856, format: 6408, type: 5121, data: 0x12b59bf0 [V]: glTexImage2D exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 2, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 2, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 3, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 3, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 1, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 1, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glTexImage2D enter | id: 29, width: 1280, height: 720, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x26912020 [V]: glTexImage2D pre call | id: 29, width: 1280, height: 720, target: 3553, level: 0, internalformat: 6408, format: 6408, type: 5121, data: 0x26912020 [V]: glTexImage2D exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 2, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 2, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 4, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 3, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 3, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: Getting window [V]: Computing settings [I]: Resolution: 0 x 0, shadow size: 4096 [V]: Checking FPS unlock... [W]: Incorrect FPS code offset (0x00cba687), searching by signature. [E]: Couldn't find FPS code, aborting FPS unlock [V]: Initial glViewport setup done [V]: glViewport exit [V]: glScissor enter | id: 0, x: 0, y: 0, width: 1920, height: 1088 [V]: glScissor exit [V]: glViewport enter | id: 0, x: 0, y: 0, width: 2560, height: 1440 [V]: Getting window

    opened by qinlili23333 3
  • Intense flickering on models when fighting

    Intense flickering on models when fighting

    Hi! First, many thanks for this amazing mod.

    I have a problem: when fighting, models (allies and enemies) not participating on the turn should simply go white / transparent. 20210729101708_1 20210729101713_1

    But with the mod, they start flickering like crazy. Maybe it's a problem with the 144hz refresh rate or the 2K resolution of my screen, I don't know. Tried to record the screen and I only got 60FPS so the models just disappear (it's more noticeable on Ram's turn).

    https://user-images.githubusercontent.com/25150787/127485711-c98d087b-331d-4a9e-8f5d-11017fdaf436.mp4

    I also add my sepcs in case it would be of any help:

    Screen: 2560x1440 / 144hz OS: Windows 10 Pro 21H1 CPU: AMD Ryzen 9 5900X 12-Core Processor 3.70 GHz RAM: 32GB DDR4 3200MHz GPU: NVIDIA GTX 1070ti 8GB GDDR5

    bug 
    opened by Oscarg73 2
  • A question about the sprites

    A question about the sprites

    Hello and sorry for asking you about this, I know this is not related about your mod but maybe you can help me or guide me with this. I want make a mod for nep Re;2 and I would like to resize the sprites to a higher resolution so they don't look pixelated, i was searching in ida and i think i only found the function what sets the window size. unknown-51.png unknown-63.png

    so i wanted to ask you if you know anything related about this and thanks for this mod its really cool. If you want talk in another place i can give you my Twitter, discord or my telegram if you want.

    question 
    opened by D3fau4 2
  • Add a proper functional replacement for the replaced FXAA

    Add a proper functional replacement for the replaced FXAA

    I'm not certain the original implementation could even be considered anti-aliasing, but it does do a little bit of hiding the jaggies. At the same time, I like how your hook crispen up the full game image. Despite this, it doesn't really replace the "anti-aliasing" insomuch as it removes it altogether. It's possible to clean up some stairstepping by setting 2.0x resolution, but due to the bicubic scaling used it isn't the most effective, and setting it to any higher than 2.0x actually introduces more aliasing.

    Ideally, some form of MSAA or Halton SSAA would be preferred, but given the artstyle I think SMAA or a better FXAA would be sufficient at cleaning up what is left in the downscaled image. Sure, I could force those through my GPU or something like ReShade, but those would negatively impact the video quality of the visual novel segments, unlike a theoretical implementation in this wrapper hook.

    opened by SirYodaJedi 1
  • Re;Birth3 pictures glitch

    Re;Birth3 pictures glitch

    Tried playing Re;Birth3 with the mod and found a glitch related to the in-game pictures like those from Museum or backgrounds. Some of them has no color and "squeezed" as in the example. NeptuniaReBirth3_PRLkdqKJe8

    bug 
    opened by Jeropeesee-Bashan 1
Releases(v1.1.7)
Owner
tlaik
tlaik
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