<html><title>application</title><body><h1>axelynx log file</h1><hr><h4>start date: </h4><hr><font color = green>bool CWindowWin32::Init(int width, int height, int bpp, axelynx::WindowMode wm, int samples) </font><br><font color = green>Loading extension success:glActiveTexture </font><br><font color = green>Loading extension success:glGenVertexArrays </font><br><font color = green>Loading extension success:glDeleteVertexArrays </font><br><font color = green>Loading extension success:glBindVertexArray </font><br><font color = green>Loading extension success:glGenBuffers </font><br><font color = green>Loading extension success:glDeleteBuffers </font><br><font color = green>Loading extension success:glBindBuffer </font><br><font color = green>Loading extension success:glBufferData </font><br><font color = green>Loading extension success:glBufferSubData </font><br><font color = green>Loading extension success:glMapBuffer </font><br><font color = green>Loading extension success:glUnmapBuffer </font><br><font color = green>Loading extension success:glCreateProgram </font><br><font color = green>Loading extension success:glDeleteProgram </font><br><font color = green>Loading extension success:glLinkProgram </font><br><font color = green>Loading extension success:glValidateProgram </font><br><font color = green>Loading extension success:glUseProgram </font><br><font color = green>Loading extension success:glGetProgramiv </font><br><font color = green>Loading extension success:glGetProgramInfoLog </font><br><font color = green>Loading extension success:glCreateShader </font><br><font color = green>Loading extension success:glDeleteShader </font><br><font color = green>Loading extension success:glShaderSource </font><br><font color = green>Loading extension success:glCompileShader </font><br><font color = green>Loading extension success:glAttachShader </font><br><font color = green>Loading extension success:glDetachShader </font><br><font color = green>Loading extension success:glGetShaderiv </font><br><font color = green>Loading extension success:glGetShaderInfoLog </font><br><font color = green>Loading extension success:glGetAttribLocation </font><br><font color = green>Loading extension success:glVertexAttribPointer </font><br><font color = green>Loading extension success:glEnableVertexAttribArray </font><br><font color = green>Loading extension success:glDisableVertexAttribArray </font><br><font color = green>Loading extension success:glGetUniformLocation </font><br><font color = green>Loading extension success:glUniformMatrix3fv </font><br><font color = green>Loading extension success:glUniformMatrix4fv </font><br><font color = green>Loading extension success:glUniform1i </font><br><font color = green>Loading extension success:glUniform1fv </font><br><font color = green>Loading extension success:glUniform3fv </font><br><font color = green>Loading extension success:glUniform4fv </font><br><font color = green>Loading extension success:glUniformMatrix3x2fv </font><br><font color = green>Loading extension success:glBindFramebuffer </font><br><font color = green>Loading extension success:glDeleteFramebuffers </font><br><font color = green>Loading extension success:glGenFramebuffers </font><br><font color = green>Loading extension success:glCheckFramebufferStatus </font><br><font color = red>Loading extension fail:glFramebufferTexture </font><br><font color = green>Loading extension success:glDrawRangeElements </font><br><font color = red>Vertex shader failed to compile with the following errors: ERROR: 0:1: '' : Version number not supported by GL2 ERROR: 0:1: '' : syntax error #version WARNING: 0:4: '' : Non-square matrix is not supported in implicit GLSL version number 110 WARNING: 0:7: '' : Non-square matrix is not supported in implicit GLSL version number 110 ERROR: compilation errors. No code generated. </font><br><br><table border = 1><tr><td><font color = black>#version 330 core<br>in vec2 position;<br>uniform mat4 projection;<br>uniform mat3x2 transform;<br>in vec4 color;<br>out vec4 fragmentcolor;<br>vec2 VTransform(vec2 pos, mat3x2 m)<br>{<br>return vec2(pos.x * m[0][0] + pos.y * m[1][0] + m[2][0], pos.x * m[0][1] + pos.y *m[1][1] + m[2][1]);<br>}<br>void main(void) {<br>vec2 tpos = VTransform(position, transform);<br>gl_Position = projection * vec4(tpos.x, tpos.y, 0.0,1.0);<br>fragmentcolor = color;<br>}<br></font></td></tr></table><font color = red>Fragment shader failed to compile with the following errors: ERROR: 0:1: '' : Version number not supported by GL2 ERROR: 0:1: '' : syntax error #version ERROR: compilation errors. No code generated. </font><br><br><table border = 1><tr><td><font color = black>#version 330 core<br>in vec4 fragmentcolor;<br>out vec4 color;<br>void main(void) {<br>color = fragmentcolor;<br>}<br></font></td></tr></table><font color = red>Vertex shader failed to compile with the following errors: ERROR: 0:1: '' : Version number not supported by GL2 ERROR: 0:1: '' : syntax error #version WARNING: 0:4: '' : Non-square matrix is not supported in implicit GLSL version number 110 WARNING: 0:9: '' : Non-square matrix is not supported in implicit GLSL version number 110 ERROR: compilation errors. No code generated. </font><br><br><table border = 1><tr><td><font color = black>#version 330 core<br>in vec2 position;<br>uniform mat4 projection;<br>uniform mat3x2 transform;<br>in vec4 color;<br>in vec2 texcoord;<br>out vec4 fragmentcolor;<br>out vec2 fragmentuv;<br>vec2 VTransform(vec2 pos, mat3x2 m)<br>{<br>return vec2(pos.x * m[0][0] + pos.y * m[1][0] + m[2][0], pos.x * m[0][1] + pos.y *m[1][1] + m[2][1]);<br>}<br>void main(void) {<br>vec2 tpos = VTransform(position, transform);<br>gl_Position = projection * vec4(tpos.x, tpos.y, 0.0,1.0);<br>fragmentcolor = color;<br>fragmentuv = texcoord;<br>}<br></font></td></tr></table><font color = red>Fragment shader failed to compile with the following errors: ERROR: 0:1: '' : Version number not supported by GL2 ERROR: 0:1: '' : syntax error #version ERROR: compilation errors. No code generated. </font><br><br><table border = 1><tr><td><font color = black>#version 330 core<br>uniform sampler2D diffuse;<br>in vec4 fragmentcolor;<br>in vec2 fragmentuv;<br>out vec4 color;<br>void main(void) {<br>color = texture(diffuse,fragmentuv);<br>}<br></font></td></tr></table><hr><h4>end date: CO>CC'XAb= ?J>J>DDGV;CC=\;?bٰ>bٰ>FPS:218</h4><hr></body></html>