000f:trace:d3d:handleStreams Loading numbered arrays 000f:trace:d3d_shader:loadNumberedArrays Loading array 3 [VBO=0] 000f:trace:d3d:loadNumberedArrays glBindBufferARB call ok ../../../wine.git/dlls/wined3d/state.c / 2222 000f:trace:d3d:state_lighting glDisable GL_LIGHTING call ok ../../../wine.git/dlls/wined3d/state.c / 103 000f:trace:d3d_shader:IWineD3DVertexShaderImpl_CompileShader (0x3e3fbd8) : function 0x3e3fdf0 000f:trace:d3d_shader:IWineD3DVertexShaderImpl_CompileShader (0x3e3fbd8) : Generating hardware program 000f:trace:d3d_shader:shader_addline GL HW (1, 0) : !!ARBvp1.0 000f:trace:d3d_shader:shader_addline GL HW (2, 11) : TEMP TMP_OUT; 000f:trace:d3d_shader:shader_addline GL HW (3, 25) : TEMP R6; 000f:trace:d3d_shader:shader_addline GL HW (4, 34) : TEMP R7; 000f:trace:d3d_shader:shader_addline GL HW (5, 43) : TEMP R8; 000f:trace:d3d_shader:shader_addline GL HW (6, 52) : PARAM C[253] = { program.env[0..252] }; 000f:trace:d3d_shader:shader_addline GL HW (7, 92) : PARAM posFixup = program.env[253]; 000f:trace:d3d_shader:shader_addline GL HW (8, 127) : TEMP TMP_FOG; 000f:err:d3d_shader:vshader_input_is_color Either no vertexdeclaration present, or register not matched. This should never happen. 000f:trace:d3d_shader:shader_addline GL HW (9, 141) : MOV R8, vertex.attrib[0]; 000f:trace:d3d_shader:shader_addline GL HW (10, 167) : MOV TMP_OUT, R8; 000f:trace:d3d_shader:shader_addline GL HW (11, 184) : MOV result.color.primary, vertex.attrib[3].zyxw; 000f:err:d3d_shader:vshader_input_is_color Either no vertexdeclaration present, or register not matched. This should never happen. 000f:trace:d3d_shader:shader_addline GL HW (12, 233) : DP4 R7.x, vertex.attrib[0], C[4]; 000f:err:d3d_shader:vshader_input_is_color Either no vertexdeclaration present, or register not matched. This should never happen. 000f:trace:d3d_shader:shader_addline GL HW (13, 267) : DP4 R7.y, vertex.attrib[0], C[5]; 000f:err:d3d_shader:vshader_input_is_color Either no vertexdeclaration present, or register not matched. This should never happen. 000f:trace:d3d_shader:shader_addline GL HW (14, 301) : DP4 R7.z, vertex.attrib[0], C[6]; 000f:err:d3d_shader:vshader_input_is_color Either no vertexdeclaration present, or register not matched. This should never happen. 000f:trace:d3d_shader:shader_addline GL HW (15, 335) : DP4 R7.w, vertex.attrib[0], C[7]; 000f:trace:d3d_shader:shader_addline GL HW (16, 369) : ADD R6.w, C[20].y, -R7.z; 000f:trace:d3d_shader:shader_addline GL HW (17, 395) : MUL R6.w, R6.w, C[20].w; 000f:trace:d3d_shader:shader_addline GL HW (18, 420) : MAX R6.w, R6.w, C[16].x; 000f:trace:d3d_shader:shader_addline GL HW (19, 445) : MIN R6.w, R6.w, C[16].y; 000f:trace:d3d_shader:shader_addline GL HW (20, 470) : ADD R6.w, C[16].y, -R6.w; 000f:trace:d3d_shader:shader_addline GL HW (21, 496) : MUL TMP_FOG, R6.w, C[20].z; 000f:trace:d3d_shader:shader_addline GL HW (22, 524) : MAX result.fogcoord, TMP_FOG, 0.0; 000f:trace:d3d_shader:shader_addline GL HW (23, 559) : ADD TMP_OUT.x, TMP_OUT.x, posFixup.z; 000f:trace:d3d_shader:shader_addline GL HW (24, 597) : ADD TMP_OUT.y, TMP_OUT.y, posFixup.w; 000f:trace:d3d_shader:shader_addline GL HW (25, 635) : MUL TMP_OUT.y, TMP_OUT.y, posFixup.y; 000f:trace:d3d_shader:shader_addline GL HW (26, 673) : MOV result.position, TMP_OUT; 000f:trace:d3d_shader:shader_addline GL HW (27, 703) : END 000f:trace:d3d_shader:IWineD3DVertexShaderImpl_GenerateShader Creating a hw vertex shader, prg=2 000f:trace:d3d_shader:IWineD3DVertexShaderImpl_GenerateShader Created hw vertex shader, prg=2 000f:trace:d3d_shader:shader_arb_select Using vertex shader 000f:trace:d3d_shader:shader_arb_select glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId); call ok ../../../wine.git/dlls/wined3d/a rb_program_shader.c / 991 000f:trace:d3d_shader:shader_arb_select glEnable(GL_VERTEX_PROGRAM_ARB); call ok ../../../wine.git/dlls/wined3d/arb_program_shader.c / 995 000f:trace:d3d_shader:shader_arb_select (0x1ab890) : Bound vertex program 2 and enabled GL_VERTEX_PROGRAM_ARB 000f:trace:d3d_shader:shader_arb_select Using pixel shader 000f:trace:d3d_shader:shader_arb_select glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId); call ok ../../../wine.git/dlls/wined3d/ arb_program_shader.c / 1009 000f:trace:d3d_shader:shader_arb_select glEnable(GL_FRAGMENT_PROGRAM_ARB); call ok ../../../wine.git/dlls/wined3d/arb_program_shader.c / 1013 000f:trace:d3d_shader:shader_arb_select (0x1ab890) : Bound fragment program 1 and enabled GL_FRAGMENT_PROGRAM_ARB