axelynx log file


start date: bool CWindowWin32::Init(int width, int height, int bpp, axelynx::WindowMode wm, int samples)
Creating render context fail
Loading extension success:glActiveTexture
Loading extension success:glTexBuffer
Loading extension fail:glTexImage2DMultisample
Loading extension success:glTexImage3D
Loading extension success:glTexSubImage3D
Loading extension success:glGetCompressedTexImage
Loading extension success:glCompressedTexImage1D
Loading extension success:glCompressedTexImage2D
Loading extension success:glCompressedTexImage3D
Loading extension success:glGenVertexArrays
Loading extension success:glDeleteVertexArrays
Loading extension success:glBindVertexArray
Loading extension success:glGenBuffers
Loading extension success:glDeleteBuffers
Loading extension success:glBindBuffer
Loading extension success:glBufferData
Loading extension success:glBufferSubData
Loading extension success:glMapBuffer
Loading extension success:glUnmapBuffer
Loading extension success:glCreateProgram
Loading extension success:glDeleteProgram
Loading extension success:glLinkProgram
Loading extension success:glValidateProgram
Loading extension success:glUseProgram
Loading extension success:glGetProgramiv
Loading extension success:glGetProgramInfoLog
Loading extension success:glCreateShader
Loading extension success:glDeleteShader
Loading extension success:glShaderSource
Loading extension success:glCompileShader
Loading extension success:glAttachShader
Loading extension success:glDetachShader
Loading extension success:glGetShaderiv
Loading extension success:glGetShaderInfoLog
Loading extension fail:glGetProgramBinary
Loading extension fail:glProgramBinary
Loading extension success:glProgramParameteri
Loading extension success:glGetAttribLocation
Loading extension success:glBindAttribLocation
Loading extension success:glVertexAttribPointer
Loading extension success:glEnableVertexAttribArray
Loading extension success:glDisableVertexAttribArray
Loading extension success:glVertexAttribDivisor
Loading extension success:glGetUniformLocation
Loading extension success:glUniformMatrix3fv
Loading extension success:glUniformMatrix4fv
Loading extension success:glUniform1i
Loading extension success:glUniform1fv
Loading extension success:glUniform2fv
Loading extension success:glUniform3fv
Loading extension success:glUniform4fv
Loading extension success:glUniformMatrix3x2fv
Loading extension fail:glGetActiveUniformsiv
Loading extension fail:glGetActiveUniformName
Loading extension fail:glGetUniformIndices
Loading extension fail:glGetUniformBlockIndex
Loading extension fail:glUniformBlockBinding
Loading extension success:glBindBufferRange
Loading extension success:glBindBufferBase
Loading extension fail:glGetActiveUniformBlockiv
Loading extension fail:glGetActiveUniformBlockName
Loading extension success:glBindFramebuffer
Loading extension success:glDeleteFramebuffers
Loading extension success:glGenFramebuffers
Loading extension success:glCheckFramebufferStatus
Loading extension success:glFramebufferTexture
Loading extension success:glFramebufferTexture3D
Loading extension success:glFramebufferTexture2D
Loading extension success:glDrawArraysInstanced
Loading extension success:glDrawElementsInstanced
Loading extension success:glDrawRangeElements
Loading extension success:glClampColor
Loading extension success:glGenerateMipmap
Loading extension success:glBlendEquation
Loading extension success:glBlendEquationSeparate
Loading extension success:glBlendFuncSeparate
Loading extension success:wglSwapInterval
Loading extension success:wglChoosePixelFormat
Vertex shader failed to compile with the following errors:
ERROR: 0:2: '' : Keyword 'precision' is supported in GLSL 1.3
ERROR: compilation errors. No code generated.



#version 120
precision highp float;
in vec2 position;
uniform mat4 projection;
uniform mat3x2 transform;
in vec4 color;
out vec4 fragmentcolor;
vec2 VTransform(vec2 pos, mat3x2 m)
{
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]);
}
void main(void) {
vec2 tpos = VTransform(position, transform);
gl_Position = projection * vec4(tpos.x, tpos.y, 0.0,1.0);
fragmentcolor = color;
}
Fragment shader failed to compile with the following errors:
ERROR: 0:2: '' : Keyword 'precision' is supported in GLSL 1.3
ERROR: compilation errors. No code generated.



#version 120
precision highp float;
in vec4 fragmentcolor;
out vec4 color;
void main(void) {
color = fragmentcolor;
}
videocard info
VendorATI Technologies Inc.
RendererATI Radeon X300/X550/X1050 Series
Driver version2.1.8545 Release
glsl compiler1.20