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-- INIT | |
glFinish() | |
glGetError() = 0 | |
glViewport(<int> 0x0, <int> 0x0, <int> 0x400, <int> 0x300) | |
glClear(<int> 0x4000) | |
glGetError() = 0 | |
glViewport(<int> 0x0, <int> 0x0, <int> 0x400, <int> 0x300) | |
glClear(<int> 0x4000) | |
glGetString(<int> 0x1F02) = 4.1 INTEL-10.25.17 | |
-- SCENE INIT | |
glClearColor(<float> 0.0, <float> 0.0, <float> 0.0, <float> 1.0) | |
glEnable(<int> 0xBE2) | |
glBlendFunc(<int> 0x302, <int> 0x303) | |
glEnable(<int> 0xB71) | |
glDepthFunc(<int> 0x201) | |
glEnable(<int> 0x809D) | |
glEnable(<int> 0x8642) | |
-- FRAMEBUFFER INIT | |
glGenFramebuffers(<int> 0x1, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glBindFramebuffer(<int> 0x8D40, <int> 0x1) | |
glGenRenderbuffers(<int> 0x1, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glBindRenderbuffer(<int> 0x8D41, <int> 0x1) | |
glRenderbufferStorage(<int> 0x8D41, <int> 0x88F0, <int> 0x400, <int> 0x300) | |
glBindRenderbuffer(<int> 0x8D41, <int> 0x0) | |
glFramebufferRenderbuffer(<int> 0x8D40, <int> 0x821A, <int> 0x8D41, <int> 0x1) | |
glGenTextures(<int> 0x1, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glBindTexture(<int> 0xDE1, <int> 0x1) | |
glBindTexture(<int> 0xDE1, <int> 0x1) | |
glTexImage2D(<int> 0xDE1, <int> 0x0, <int> 0x881A, <int> 0x400, <int> 0x300, <int> 0x0, <int> 0x1908, <int> 0x1401, <java.nio.Buffer> null) | |
glTexParameteri(<int> 0xDE1, <int> 0x2801, <int> 0x2601) | |
glTexParameteri(<int> 0xDE1, <int> 0x2800, <int> 0x2601) | |
glBindTexture(<int> 0xDE1, <int> 0x0) | |
glFramebufferTexture2D(<int> 0x8D40, <int> 0x8CE0, <int> 0xDE1, <int> 0x1, <int> 0x0) | |
glBindFramebuffer(<int> 0x8D40, <int> 0x0) | |
-- SHADER INIT | |
glCreateProgram() = 1 | |
glCreateShader(<int> 0x8B31) = 2 | |
glShaderSource(<int> 0x2, <int> 0x1, <[Ljava.lang.String;>, <java.nio.IntBuffer> null) | |
glCompileShader(<int> 0x2) | |
glGetShaderiv(<int> 0x2, <int> 0x8B81, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glAttachShader(<int> 0x1, <int> 0x2) | |
glCreateShader(<int> 0x8B30) = 3 | |
glShaderSource(<int> 0x3, <int> 0x1, <[Ljava.lang.String;>, <java.nio.IntBuffer> null) | |
glCompileShader(<int> 0x3) | |
glGetShaderiv(<int> 0x3, <int> 0x8B81, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glAttachShader(<int> 0x1, <int> 0x3) | |
glLinkProgram(<int> 0x1) | |
glGetProgramiv(<int> 0x1, <int> 0x8B82, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glUseProgram(<int> 0x1) | |
-- TEXTURE INIT | |
glActiveTexture(<int> 0x84C0) | |
glGenTextures(<int> 0x1, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glBindTexture(<int> 0xDE1, <int> 0x2) | |
glBindTexture(<int> 0xDE1, <int> 0x2) | |
glPixelStorei(<int> 0xCF5, <int> 0x4) | |
glTexImage2D(<int> 0xDE1, <int> 0x0, <int> 0x8C42, <int> 0x80, <int> 0x80, <int> 0x0, <int> 0x1908, <int> 0x1401, <java.nio.Buffer> java.nio.DirectByteBuffer[pos=0 lim=65536 cap=65536]) | |
glTexParameteri(<int> 0xDE1, <int> 0x2801, <int> 0x2601) | |
glTexParameteri(<int> 0xDE1, <int> 0x2800, <int> 0x2601) | |
glGetUniformLocation(<int> 0x1, <java.lang.String> texture) = 0 | |
glUniform1i(<int> 0x0, <int> 0x0) | |
glGenVertexArrays(<int> 0x1, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glBindVertexArray(<int> 0x2) | |
glGenBuffers(<int> 0x1, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glBindBuffer(<int> 0x8892, <int> 0x1) | |
glVertexAttribPointer(<int> 0x0, <int> 0x3, <int> 0x1406, <boolean> false, <int> 0x20, <long> 0) | |
glEnableVertexAttribArray(<int> 0x0) | |
glVertexAttribPointer(<int> 0x1, <int> 0x4, <int> 0x1406, <boolean> false, <int> 0x20, <long> 12) | |
glEnableVertexAttribArray(<int> 0x1) | |
glVertexAttribPointer(<int> 0x2, <int> 0x1, <int> 0x1406, <boolean> false, <int> 0x20, <long> 28) | |
glEnableVertexAttribArray(<int> 0x2) | |
glBindVertexArray(<int> 0x0) | |
glBindTexture(<int> 0xDE1, <int> 0x0) | |
glBindBuffer(<int> 0x8892, <int> 0x0) | |
glUseProgram(<int> 0x0) | |
glCreateProgram() = 4 | |
glCreateShader(<int> 0x8B31) = 5 | |
glShaderSource(<int> 0x5, <int> 0x1, <[Ljava.lang.String;>, <java.nio.IntBuffer> null) | |
glCompileShader(<int> 0x5) | |
glGetShaderiv(<int> 0x5, <int> 0x8B81, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glAttachShader(<int> 0x4, <int> 0x5) | |
glCreateShader(<int> 0x8B30) = 6 | |
glShaderSource(<int> 0x6, <int> 0x1, <[Ljava.lang.String;>, <java.nio.IntBuffer> null) | |
glCompileShader(<int> 0x6) | |
glGetShaderiv(<int> 0x6, <int> 0x8B81, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glAttachShader(<int> 0x4, <int> 0x6) | |
glLinkProgram(<int> 0x4) | |
glGetProgramiv(<int> 0x4, <int> 0x8B82, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glUseProgram(<int> 0x4) | |
glActiveTexture(<int> 0x84C0) | |
glGetUniformLocation(<int> 0x4, <java.lang.String> texture) = 0 | |
glUniform1i(<int> 0x0, <int> 0x0) | |
glGenVertexArrays(<int> 0x1, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glBindVertexArray(<int> 0x3) | |
glGenBuffers(<int> 0x1, <java.nio.IntBuffer> java.nio.DirectIntBufferU[pos=0 lim=1 cap=1]) | |
glBindBuffer(<int> 0x8892, <int> 0x2) | |
glBufferData(<int> 0x8892, <long> 120, <java.nio.Buffer> java.nio.DirectFloatBufferU[pos=0 lim=30 cap=30], <int> 0x88E4) | |
glVertexAttribPointer(<int> 0x0, <int> 0x3, <int> 0x1406, <boolean> false, <int> 0x14, <long> 0) | |
glEnableVertexAttribArray(<int> 0x0) | |
glVertexAttribPointer(<int> 0x1, <int> 0x2, <int> 0x1406, <boolean> false, <int> 0x14, <long> 12) | |
glEnableVertexAttribArray(<int> 0x1) | |
glBindVertexArray(<int> 0x0) | |
glBindBuffer(<int> 0x8892, <int> 0x0) | |
glUseProgram(<int> 0x0) | |
glViewport(<int> 0x0, <int> 0x0, <int> 0x400, <int> 0x300) | |
glBindFramebuffer(<int> 0x8D40, <int> 0x1) | |
glClear(<int> 0x4100) | |
glBindTexture(<int> 0xDE1, <int> 0x2) | |
glActiveTexture(<int> 0x84C0) | |
glUseProgram(<int> 0x1) | |
glBindBuffer(<int> 0x8892, <int> 0x1) | |
glBindVertexArray(<int> 0x2) | |
glGetUniformLocation(<int> 0x1, <java.lang.String> mvp) = 1 | |
glUniformMatrix4fv(<int> 0x1, <int> 0x1, <boolean> false, <java.nio.FloatBuffer> java.nio.DirectFloatBufferU[pos=0 lim=16 cap=16]) | |
glBufferData(<int> 0x8892, <long> 320000, <java.nio.Buffer> java.nio.DirectFloatBufferU[pos=0 lim=80000 cap=80000], <int> 0x88E0) | |
glDrawArrays(<int> 0x0, <int> 0x0, <int> 0x3E8) | |
glBindTexture(<int> 0xDE1, <int> 0x0) | |
glUseProgram(<int> 0x0) | |
glBindBuffer(<int> 0x8892, <int> 0x0) | |
glBindVertexArray(<int> 0x0) | |
glBindFramebuffer(<int> 0x8D40, <int> 0x0) | |
glClear(<int> 0x4100) | |
glBindTexture(<int> 0xDE1, <int> 0x1) | |
glActiveTexture(<int> 0x84C0) | |
glUseProgram(<int> 0x4) | |
glBindBuffer(<int> 0x8892, <int> 0x2) | |
glBindVertexArray(<int> 0x3) | |
glGetUniformLocation(<int> 0x4, <java.lang.String> mvp) = -1 | |
glUniformMatrix4fv(<int> 0xFFFFFFFF, <int> 0x1, <boolean> false, <java.nio.FloatBuffer> java.nio.DirectFloatBufferU[pos=0 lim=16 cap=16]) | |
glDrawArrays(<int> 0x4, <int> 0x0, <int> 0x6) | |
glBindTexture(<int> 0xDE1, <int> 0x0) | |
glUseProgram(<int> 0x0) | |
glBindBuffer(<int> 0x8892, <int> 0x0) | |
glBindVertexArray(<int> 0x0) | |
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