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Deform shader "not found" fatal error #1600

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@slipher

Description

@slipher

I was running renderer tests to validate the latest changes on master and got a fatal error with the message Shader not found: deformVertexes_vega_2 0. I am unable to reproduce despite having used a script that prepares an empty homepath and always issues the same commands at the same frames. Some interesting cvars are r_materialSystem 1 and r_lazyShaders 2. The build is based on master 4cfabd4 with dummy gamelogic.

Unvanquished 0.55.2 Windows i686 (MinGW_14.2.0/GCC_14.2.0:c++.exe) Mar 13 2025
cmdline: -homepath C:/xxxxxxxx/dg -set scenefile maponly -set r_materialSystem 1
[FS] Lib path: C:/xxxxxxxx/dg
[FS] Home path: C:/xxxxxxxx/mastM
[FS] Pak search path: C:/xxxxxxxx/pkg
[FS] Pak search path: C:/xxxxxxxx/pkg
[FS] Loading pak 'C:/xxxxxxxx/unvanquished_0.55.0.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/tex-common_2.4.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-players_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-legacy_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-weapons_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-buildables_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-voices_0.54.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-soundtrack_0.54.dpk'...
execing 'default.cfg'
execing 'presets/input/wasd.cfg'
execing 'autogen.cfg'
----- Client Initialization -----
Loading RSA keys from pubkey
^2Daemon RSA public-key file not found, regenerating

^5Regenerating RSA keypair; writing to pubkey
Daemon RSA keys generated
----- Client Initialization Complete -----
Winsock Initialized
Opening IP6 socket: [::]:*
Opening IP socket: 0.0.0.0:*
--- Common Initialization Complete ---
Calling GetRefAPI…
SDL_Init( SDL_INIT_VIDEO )... 
Using SDL version 2.26.5
SDL using driver "windows"
Initializing OpenGL display
Using GLEW version 2.2.0
Display aspect: 1.778
...setting mode -1: 1024×768
Using preferred context - 24-bit OpenGL 3.2 core
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
OpenGL version: 3.2.0 NVIDIA 510.06
Using GL3 Renderer in OpenGL 3.x mode...
Available modes: '1280x720 1366x768 1600x900 1920x1080 1360x768 1280x768 320x200 640x400 1280x800 1440x900 1680x1050 1280x600 320x240 400x300 512x384 640x480 800x600 1024x768 1152x864 1280x960 1400x1050 1280x1024 '
Detected graphics driver class 'OpenGL 3+'
Detected graphics hardware class 'generic'
Initializing OpenGL extensions
...ignoring optional extension GL_ARB_debug_output.
...using shading language version 150
...using up to 32768 texture size.
...using up to 16384 3D texture size.
...using up to 32768 cube map texture size.
...using up to 192 texture units.
...using optional extension GL_ARB_half_float_pixel.
...using optional extension GL_ARB_texture_float.
...using optional extension GL_ARB_internalformat_query2.
...using optional extension GL_EXT_gpu_shader4.
...using optional extension GL_ARB_gpu_shader5.
...using optional extension GL_EXT_texture_integer.
...using optional extension GL_ARB_texture_rg.
...using optional extension GL_ARB_texture_gather.
...using required extension GL_EXT_texture_compression_s3tc.
...using optional extension GL_ARB_texture_compression_rgtc.
...using optional extension GL_EXT_texture_filter_anisotropic.
...using optional extension GL_ARB_half_float_vertex.
...using optional extension GL_ARB_framebuffer_object.
...using optional extension GL_ARB_get_program_binary.
...using optional extension GL_ARB_buffer_storage.
...using optional extension GL_ARB_uniform_buffer_object.
...using optional extension GL_ARB_map_buffer_range.
...using optional extension GL_ARB_sync.
...using optional extension GL_ARB_compute_shader.
...using optional extension GL_ARB_bindless_texture.
...using optional extension GL_ARB_shader_draw_parameters.
...using optional extension GL_ARB_shader_storage_buffer_object.
...using optional extension GL_ARB_multi_draw_indirect.
...using optional extension GL_ARB_shading_language_420pack.
...using optional extension GL_ARB_explicit_uniform_location.
...using optional extension GL_ARB_shader_image_load_store.
...using optional extension GL_ARB_shader_atomic_counters.
...using optional extension GL_ARB_shader_atomic_counter_ops.
...using optional extension GL_ARB_indirect_parameters.
...using optional extension GL_ARB_direct_state_access.
...using optional extension GL_ARB_vertex_attrib_binding.
...using optional extension GL_KHR_shader_subgroup.
Supported subgroup extensions: basic: true, vote: true, arithmetic: true, ballot: true, shuffle: true, shuffle_relative: true, quad: true
Using 4 dynamic light layers, 64 dynamic lights available per tile
^x0f0OpenGL hardware vendor: Nvidia
^x0f0OpenGL driver vendor: Nvidia
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
GL_VERSION: 3.2.0 NVIDIA 510.06
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_CUBE_MAP_TEXTURE_SIZE: 32768
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
GL_SHADING_LANGUAGE_VERSION: 1.50 NVIDIA via Cg compiler
GL_MAX_VERTEX_UNIFORM_COMPONENTS 4096
GL_MAX_VERTEX_ATTRIBS 16
GL_MAX_DRAW_BUFFERS: 8
GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000
GL_MAX_RENDERBUFFER_SIZE: 32768
GL_MAX_COLOR_ATTACHMENTS: 8
PIXELFORMAT: color(24-bits)
MODE: -1, 1024 x 768 windowed
Using OpenGL version 3.2, requested: 3.2
^x0f0Using OpenGL 3.x context.
^x0f0Using an OpenGL core profile.
OpenGL 3.x context is not forward compatible.
^x0f0Using OpenGL extensions: GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_internalformat_query2 GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_EXT_texture_integer GL_ARB_texture_rg GL_ARB_texture_gather GL_EXT_texture_compression_s3tc GL_ARB_texture_compression_rgtc GL_EXT_texture_filter_anisotropic GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_buffer_storage GL_ARB_uniform_buffer_object GL_ARB_map_buffer_range GL_ARB_sync GL_ARB_compute_shader GL_ARB_bindless_texture GL_ARB_shader_draw_parameters GL_ARB_shader_storage_buffer_object GL_ARB_multi_draw_indirect GL_ARB_shading_language_420pack GL_ARB_explicit_uniform_location GL_ARB_shader_image_load_store GL_ARB_shader_atomic_counters GL_ARB_shader_atomic_counter_ops GL_ARB_indirect_parameters GL_ARB_direct_state_access GL_ARB_vertex_attrib_binding GL_KHR_shader_subgroup
^x0f0Using half-float vertex format.
^x0f0Using S3TC (DXTC) texture compression.
^x0f0Using GPU vertex skinning with max 233 bones in a single pass, models are hardware accelerated.
^x0f0Using GL_RGBA16 with GL_FRAMEBUFFER_BLEND.
Loading VM module C:/xxxxxxxx/cgame-native-exe.exe...
Loaded cgame VM module in 25 msec
execing 'imgdiff.cfg'
execing 'maponly.scene.cfg'
[FS] Loading pak 'C:/xxxxxxxx/map-plat23_1.13.5.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/tex-pk02_1.3.1.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/tex-space_1.3.dpk'...
Calling GetRefAPI…
SDL_Init( SDL_INIT_VIDEO )... 
Using SDL version 2.26.5
SDL using driver "windows"
Initializing OpenGL display
Using GLEW version 2.2.0
Display aspect: 1.778
...setting mode -1: 1024×768
Using preferred context - 24-bit OpenGL 3.2 core
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
OpenGL version: 3.2.0 NVIDIA 510.06
Using GL3 Renderer in OpenGL 3.x mode...
Available modes: '1280x720 1366x768 1600x900 1920x1080 1360x768 1280x768 320x200 640x400 1280x800 1440x900 1680x1050 1280x600 320x240 400x300 512x384 640x480 800x600 1024x768 1152x864 1280x960 1400x1050 1280x1024 '
Detected graphics driver class 'OpenGL 3+'
Detected graphics hardware class 'generic'
Initializing OpenGL extensions
...ignoring optional extension GL_ARB_debug_output.
...using shading language version 150
...using up to 32768 texture size.
...using up to 16384 3D texture size.
...using up to 32768 cube map texture size.
...using up to 192 texture units.
...using optional extension GL_ARB_half_float_pixel.
...using optional extension GL_ARB_texture_float.
...using optional extension GL_ARB_internalformat_query2.
...using optional extension GL_EXT_gpu_shader4.
...using optional extension GL_ARB_gpu_shader5.
...using optional extension GL_EXT_texture_integer.
...using optional extension GL_ARB_texture_rg.
...using optional extension GL_ARB_texture_gather.
...using required extension GL_EXT_texture_compression_s3tc.
...using optional extension GL_ARB_texture_compression_rgtc.
...using optional extension GL_EXT_texture_filter_anisotropic.
...using optional extension GL_ARB_half_float_vertex.
...using optional extension GL_ARB_framebuffer_object.
...using optional extension GL_ARB_get_program_binary.
...using optional extension GL_ARB_buffer_storage.
...using optional extension GL_ARB_uniform_buffer_object.
...using optional extension GL_ARB_map_buffer_range.
...using optional extension GL_ARB_sync.
...using optional extension GL_ARB_compute_shader.
...using optional extension GL_ARB_bindless_texture.
...using optional extension GL_ARB_shader_draw_parameters.
...using optional extension GL_ARB_shader_storage_buffer_object.
...using optional extension GL_ARB_multi_draw_indirect.
...using optional extension GL_ARB_shading_language_420pack.
...using optional extension GL_ARB_explicit_uniform_location.
...using optional extension GL_ARB_shader_image_load_store.
...using optional extension GL_ARB_shader_atomic_counters.
...using optional extension GL_ARB_shader_atomic_counter_ops.
...using optional extension GL_ARB_indirect_parameters.
...using optional extension GL_ARB_direct_state_access.
...using optional extension GL_ARB_vertex_attrib_binding.
...using optional extension GL_KHR_shader_subgroup.
Supported subgroup extensions: basic: true, vote: true, arithmetic: true, ballot: true, shuffle: true, shuffle_relative: true, quad: true
Using 4 dynamic light layers, 64 dynamic lights available per tile
^x0f0OpenGL hardware vendor: Nvidia
^x0f0OpenGL driver vendor: Nvidia
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
GL_VERSION: 3.2.0 NVIDIA 510.06
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_CUBE_MAP_TEXTURE_SIZE: 32768
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
GL_SHADING_LANGUAGE_VERSION: 1.50 NVIDIA via Cg compiler
GL_MAX_VERTEX_UNIFORM_COMPONENTS 4096
GL_MAX_VERTEX_ATTRIBS 16
GL_MAX_DRAW_BUFFERS: 8
GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000
GL_MAX_RENDERBUFFER_SIZE: 32768
GL_MAX_COLOR_ATTACHMENTS: 8
PIXELFORMAT: color(24-bits)
MODE: -1, 1024 x 768 windowed
Using OpenGL version 3.2, requested: 3.2
^x0f0Using OpenGL 3.x context.
^x0f0Using an OpenGL core profile.
OpenGL 3.x context is not forward compatible.
^x0f0Using OpenGL extensions: GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_internalformat_query2 GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_EXT_texture_integer GL_ARB_texture_rg GL_ARB_texture_gather GL_EXT_texture_compression_s3tc GL_ARB_texture_compression_rgtc GL_EXT_texture_filter_anisotropic GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_buffer_storage GL_ARB_uniform_buffer_object GL_ARB_map_buffer_range GL_ARB_sync GL_ARB_compute_shader GL_ARB_bindless_texture GL_ARB_shader_draw_parameters GL_ARB_shader_storage_buffer_object GL_ARB_multi_draw_indirect GL_ARB_shading_language_420pack GL_ARB_explicit_uniform_location GL_ARB_shader_image_load_store GL_ARB_shader_atomic_counters GL_ARB_shader_atomic_counter_ops GL_ARB_indirect_parameters GL_ARB_direct_state_access GL_ARB_vertex_attrib_binding GL_KHR_shader_subgroup
^x0f0Using half-float vertex format.
^x0f0Using S3TC (DXTC) texture compression.
^x0f0Using GPU vertex skinning with max 233 bones in a single pass, models are hardware accelerated.
^x0f0Using GL_RGBA16 with GL_FRAMEBUFFER_BLEND.
Loading VM module C:/xxxxxxxx/cgame-native-exe.exe...
Loaded cgame VM module in 25 msec
World bounds: min: -2992.000000 0.000000 -1536.000000 max: 2992.000000 3712.000000 576.000000
Generated 7 materials from 2847 surfaces
Materials UBO: total: 0.31 kb, dynamic: 0.17 kb, texData: 2.88 kb
Wrote screenshots/unvanquished-plat23-heathaze-edges.jpg
Wrote screenshots/unvanquished-plat23-grate-aliasing.jpg
Wrote screenshots/unvanquished-plat23-vis-unphysical-sky.jpg
Disconnecting.
[FS] Loading pak 'C:/xxxxxxxx/unvanquished_0.55.0.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/tex-common_2.4.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-players_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-legacy_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-weapons_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-buildables_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-voices_0.54.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-soundtrack_0.54.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/unvanquished_0.55.0.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/tex-common_2.4.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-players_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-legacy_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-weapons_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-buildables_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-voices_0.54.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-soundtrack_0.54.dpk'...
Calling GetRefAPI…
Using 4 dynamic light layers, 64 dynamic lights available per tile
^x0f0OpenGL hardware vendor: Nvidia
^x0f0OpenGL driver vendor: Nvidia
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
GL_VERSION: 3.2.0 NVIDIA 510.06
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_CUBE_MAP_TEXTURE_SIZE: 32768
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
GL_SHADING_LANGUAGE_VERSION: 1.50 NVIDIA via Cg compiler
GL_MAX_VERTEX_UNIFORM_COMPONENTS 4096
GL_MAX_VERTEX_ATTRIBS 16
GL_MAX_DRAW_BUFFERS: 8
GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000
GL_MAX_RENDERBUFFER_SIZE: 32768
GL_MAX_COLOR_ATTACHMENTS: 8
PIXELFORMAT: color(24-bits)
MODE: -1, 1024 x 768 windowed
Using OpenGL version 3.2, requested: 3.2
^x0f0Using OpenGL 3.x context.
^x0f0Using an OpenGL core profile.
OpenGL 3.x context is not forward compatible.
^x0f0Using OpenGL extensions: GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_internalformat_query2 GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_EXT_texture_integer GL_ARB_texture_rg GL_ARB_texture_gather GL_EXT_texture_compression_s3tc GL_ARB_texture_compression_rgtc GL_EXT_texture_filter_anisotropic GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_buffer_storage GL_ARB_uniform_buffer_object GL_ARB_map_buffer_range GL_ARB_sync GL_ARB_compute_shader GL_ARB_bindless_texture GL_ARB_shader_draw_parameters GL_ARB_shader_storage_buffer_object GL_ARB_multi_draw_indirect GL_ARB_shading_language_420pack GL_ARB_explicit_uniform_location GL_ARB_shader_image_load_store GL_ARB_shader_atomic_counters GL_ARB_shader_atomic_counter_ops GL_ARB_indirect_parameters GL_ARB_direct_state_access GL_ARB_vertex_attrib_binding GL_KHR_shader_subgroup
^x0f0Using half-float vertex format.
^x0f0Using S3TC (DXTC) texture compression.
^x0f0Using GPU vertex skinning with max 233 bones in a single pass, models are hardware accelerated.
^x0f0Using GL_RGBA16 with GL_FRAMEBUFFER_BLEND.
Loading VM module C:/xxxxxxxx/cgame-native-exe.exe...
Loaded cgame VM module in 24 msec
[FS] Loading pak 'C:/xxxxxxxx/map-atcshd_1.2.2.dpk'...
Calling GetRefAPI…
SDL_Init( SDL_INIT_VIDEO )... 
Using SDL version 2.26.5
SDL using driver "windows"
Initializing OpenGL display
Using GLEW version 2.2.0
Display aspect: 1.778
...setting mode -1: 1024×768
Using preferred context - 24-bit OpenGL 3.2 core
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
OpenGL version: 3.2.0 NVIDIA 510.06
Using GL3 Renderer in OpenGL 3.x mode...
Available modes: '1280x720 1366x768 1600x900 1920x1080 1360x768 1280x768 320x200 640x400 1280x800 1440x900 1680x1050 1280x600 320x240 400x300 512x384 640x480 800x600 1024x768 1152x864 1280x960 1400x1050 1280x1024 '
Detected graphics driver class 'OpenGL 3+'
Detected graphics hardware class 'generic'
Initializing OpenGL extensions
...ignoring optional extension GL_ARB_debug_output.
...using shading language version 150
...using up to 32768 texture size.
...using up to 16384 3D texture size.
...using up to 32768 cube map texture size.
...using up to 192 texture units.
...using optional extension GL_ARB_half_float_pixel.
...using optional extension GL_ARB_texture_float.
...using optional extension GL_ARB_internalformat_query2.
...using optional extension GL_EXT_gpu_shader4.
...using optional extension GL_ARB_gpu_shader5.
...using optional extension GL_EXT_texture_integer.
...using optional extension GL_ARB_texture_rg.
...using optional extension GL_ARB_texture_gather.
...using required extension GL_EXT_texture_compression_s3tc.
...using optional extension GL_ARB_texture_compression_rgtc.
...using optional extension GL_EXT_texture_filter_anisotropic.
...using optional extension GL_ARB_half_float_vertex.
...using optional extension GL_ARB_framebuffer_object.
...using optional extension GL_ARB_get_program_binary.
...using optional extension GL_ARB_buffer_storage.
...using optional extension GL_ARB_uniform_buffer_object.
...using optional extension GL_ARB_map_buffer_range.
...using optional extension GL_ARB_sync.
...using optional extension GL_ARB_compute_shader.
...using optional extension GL_ARB_bindless_texture.
...using optional extension GL_ARB_shader_draw_parameters.
...using optional extension GL_ARB_shader_storage_buffer_object.
...using optional extension GL_ARB_multi_draw_indirect.
...using optional extension GL_ARB_shading_language_420pack.
...using optional extension GL_ARB_explicit_uniform_location.
...using optional extension GL_ARB_shader_image_load_store.
...using optional extension GL_ARB_shader_atomic_counters.
...using optional extension GL_ARB_shader_atomic_counter_ops.
...using optional extension GL_ARB_indirect_parameters.
...using optional extension GL_ARB_direct_state_access.
...using optional extension GL_ARB_vertex_attrib_binding.
...using optional extension GL_KHR_shader_subgroup.
Supported subgroup extensions: basic: true, vote: true, arithmetic: true, ballot: true, shuffle: true, shuffle_relative: true, quad: true
Using 4 dynamic light layers, 64 dynamic lights available per tile
^x0f0OpenGL hardware vendor: Nvidia
^x0f0OpenGL driver vendor: Nvidia
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
GL_VERSION: 3.2.0 NVIDIA 510.06
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_CUBE_MAP_TEXTURE_SIZE: 32768
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
GL_SHADING_LANGUAGE_VERSION: 1.50 NVIDIA via Cg compiler
GL_MAX_VERTEX_UNIFORM_COMPONENTS 4096
GL_MAX_VERTEX_ATTRIBS 16
GL_MAX_DRAW_BUFFERS: 8
GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000
GL_MAX_RENDERBUFFER_SIZE: 32768
GL_MAX_COLOR_ATTACHMENTS: 8
PIXELFORMAT: color(24-bits)
MODE: -1, 1024 x 768 windowed
Using OpenGL version 3.2, requested: 3.2
^x0f0Using OpenGL 3.x context.
^x0f0Using an OpenGL core profile.
OpenGL 3.x context is not forward compatible.
^x0f0Using OpenGL extensions: GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_internalformat_query2 GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_EXT_texture_integer GL_ARB_texture_rg GL_ARB_texture_gather GL_EXT_texture_compression_s3tc GL_ARB_texture_compression_rgtc GL_EXT_texture_filter_anisotropic GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_buffer_storage GL_ARB_uniform_buffer_object GL_ARB_map_buffer_range GL_ARB_sync GL_ARB_compute_shader GL_ARB_bindless_texture GL_ARB_shader_draw_parameters GL_ARB_shader_storage_buffer_object GL_ARB_multi_draw_indirect GL_ARB_shading_language_420pack GL_ARB_explicit_uniform_location GL_ARB_shader_image_load_store GL_ARB_shader_atomic_counters GL_ARB_shader_atomic_counter_ops GL_ARB_indirect_parameters GL_ARB_direct_state_access GL_ARB_vertex_attrib_binding GL_KHR_shader_subgroup
^x0f0Using half-float vertex format.
^x0f0Using S3TC (DXTC) texture compression.
^x0f0Using GPU vertex skinning with max 233 bones in a single pass, models are hardware accelerated.
^x0f0Using GL_RGBA16 with GL_FRAMEBUFFER_BLEND.
Loading VM module C:/xxxxxxxx/cgame-native-exe.exe...
Loaded cgame VM module in 24 msec
World bounds: min: -2304.000000 -1216.000000 -240.000000 max: 2240.000000 1216.000000 1088.000000
Generated 9 materials from 1952 surfaces
Materials UBO: total: 0.11 kb, dynamic: 0.02 kb, texData: 3.81 kb
Wrote screenshots/unvanquished-atcshd-outside.jpg
Wrote screenshots/unvanquished-atcshd-fog.jpg
Disconnecting.
[FS] Loading pak 'C:/xxxxxxxx/unvanquished_0.55.0.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/tex-common_2.4.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-players_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-legacy_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-weapons_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-buildables_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-voices_0.54.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-soundtrack_0.54.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/unvanquished_0.55.0.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/tex-common_2.4.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-players_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-legacy_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-weapons_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-buildables_0.55.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-voices_0.54.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/res-soundtrack_0.54.dpk'...
Calling GetRefAPI…
Using 4 dynamic light layers, 64 dynamic lights available per tile
^x0f0OpenGL hardware vendor: Nvidia
^x0f0OpenGL driver vendor: Nvidia
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
GL_VERSION: 3.2.0 NVIDIA 510.06
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_CUBE_MAP_TEXTURE_SIZE: 32768
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
GL_SHADING_LANGUAGE_VERSION: 1.50 NVIDIA via Cg compiler
GL_MAX_VERTEX_UNIFORM_COMPONENTS 4096
GL_MAX_VERTEX_ATTRIBS 16
GL_MAX_DRAW_BUFFERS: 8
GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000
GL_MAX_RENDERBUFFER_SIZE: 32768
GL_MAX_COLOR_ATTACHMENTS: 8
PIXELFORMAT: color(24-bits)
MODE: -1, 1024 x 768 windowed
Using OpenGL version 3.2, requested: 3.2
^x0f0Using OpenGL 3.x context.
^x0f0Using an OpenGL core profile.
OpenGL 3.x context is not forward compatible.
^x0f0Using OpenGL extensions: GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_internalformat_query2 GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_EXT_texture_integer GL_ARB_texture_rg GL_ARB_texture_gather GL_EXT_texture_compression_s3tc GL_ARB_texture_compression_rgtc GL_EXT_texture_filter_anisotropic GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_buffer_storage GL_ARB_uniform_buffer_object GL_ARB_map_buffer_range GL_ARB_sync GL_ARB_compute_shader GL_ARB_bindless_texture GL_ARB_shader_draw_parameters GL_ARB_shader_storage_buffer_object GL_ARB_multi_draw_indirect GL_ARB_shading_language_420pack GL_ARB_explicit_uniform_location GL_ARB_shader_image_load_store GL_ARB_shader_atomic_counters GL_ARB_shader_atomic_counter_ops GL_ARB_indirect_parameters GL_ARB_direct_state_access GL_ARB_vertex_attrib_binding GL_KHR_shader_subgroup
^x0f0Using half-float vertex format.
^x0f0Using S3TC (DXTC) texture compression.
^x0f0Using GPU vertex skinning with max 233 bones in a single pass, models are hardware accelerated.
^x0f0Using GL_RGBA16 with GL_FRAMEBUFFER_BLEND.
Loading VM module C:/xxxxxxxx/cgame-native-exe.exe...
Loaded cgame VM module in 23 msec
[FS] Loading pak 'C:/xxxxxxxx/map-vega_1.4.4.dpk'...
[FS] Loading pak 'C:/xxxxxxxx/tex-vega_1.4.4.dpk'...
Calling GetRefAPI…
SDL_Init( SDL_INIT_VIDEO )... 
Using SDL version 2.26.5
SDL using driver "windows"
Initializing OpenGL display
Using GLEW version 2.2.0
Display aspect: 1.778
...setting mode -1: 1024×768
Using preferred context - 24-bit OpenGL 3.2 core
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
OpenGL version: 3.2.0 NVIDIA 510.06
Using GL3 Renderer in OpenGL 3.x mode...
Available modes: '1280x720 1366x768 1600x900 1920x1080 1360x768 1280x768 320x200 640x400 1280x800 1440x900 1680x1050 1280x600 320x240 400x300 512x384 640x480 800x600 1024x768 1152x864 1280x960 1400x1050 1280x1024 '
Detected graphics driver class 'OpenGL 3+'
Detected graphics hardware class 'generic'
Initializing OpenGL extensions
...ignoring optional extension GL_ARB_debug_output.
...using shading language version 150
...using up to 32768 texture size.
...using up to 16384 3D texture size.
...using up to 32768 cube map texture size.
...using up to 192 texture units.
...using optional extension GL_ARB_half_float_pixel.
...using optional extension GL_ARB_texture_float.
...using optional extension GL_ARB_internalformat_query2.
...using optional extension GL_EXT_gpu_shader4.
...using optional extension GL_ARB_gpu_shader5.
...using optional extension GL_EXT_texture_integer.
...using optional extension GL_ARB_texture_rg.
...using optional extension GL_ARB_texture_gather.
...using required extension GL_EXT_texture_compression_s3tc.
...using optional extension GL_ARB_texture_compression_rgtc.
...using optional extension GL_EXT_texture_filter_anisotropic.
...using optional extension GL_ARB_half_float_vertex.
...using optional extension GL_ARB_framebuffer_object.
...using optional extension GL_ARB_get_program_binary.
...using optional extension GL_ARB_buffer_storage.
...using optional extension GL_ARB_uniform_buffer_object.
...using optional extension GL_ARB_map_buffer_range.
...using optional extension GL_ARB_sync.
...using optional extension GL_ARB_compute_shader.
...using optional extension GL_ARB_bindless_texture.
...using optional extension GL_ARB_shader_draw_parameters.
...using optional extension GL_ARB_shader_storage_buffer_object.
...using optional extension GL_ARB_multi_draw_indirect.
...using optional extension GL_ARB_shading_language_420pack.
...using optional extension GL_ARB_explicit_uniform_location.
...using optional extension GL_ARB_shader_image_load_store.
...using optional extension GL_ARB_shader_atomic_counters.
...using optional extension GL_ARB_shader_atomic_counter_ops.
...using optional extension GL_ARB_indirect_parameters.
...using optional extension GL_ARB_direct_state_access.
...using optional extension GL_ARB_vertex_attrib_binding.
...using optional extension GL_KHR_shader_subgroup.
Supported subgroup extensions: basic: true, vote: true, arithmetic: true, ballot: true, shuffle: true, shuffle_relative: true, quad: true
Using 4 dynamic light layers, 64 dynamic lights available per tile
^x0f0OpenGL hardware vendor: Nvidia
^x0f0OpenGL driver vendor: Nvidia
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2
GL_VERSION: 3.2.0 NVIDIA 510.06
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_CUBE_MAP_TEXTURE_SIZE: 32768
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
GL_SHADING_LANGUAGE_VERSION: 1.50 NVIDIA via Cg compiler
GL_MAX_VERTEX_UNIFORM_COMPONENTS 4096
GL_MAX_VERTEX_ATTRIBS 16
GL_MAX_DRAW_BUFFERS: 8
GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000
GL_MAX_RENDERBUFFER_SIZE: 32768
GL_MAX_COLOR_ATTACHMENTS: 8
PIXELFORMAT: color(24-bits)
MODE: -1, 1024 x 768 windowed
Using OpenGL version 3.2, requested: 3.2
^x0f0Using OpenGL 3.x context.
^x0f0Using an OpenGL core profile.
OpenGL 3.x context is not forward compatible.
^x0f0Using OpenGL extensions: GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_internalformat_query2 GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_EXT_texture_integer GL_ARB_texture_rg GL_ARB_texture_gather GL_EXT_texture_compression_s3tc GL_ARB_texture_compression_rgtc GL_EXT_texture_filter_anisotropic GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_buffer_storage GL_ARB_uniform_buffer_object GL_ARB_map_buffer_range GL_ARB_sync GL_ARB_compute_shader GL_ARB_bindless_texture GL_ARB_shader_draw_parameters GL_ARB_shader_storage_buffer_object GL_ARB_multi_draw_indirect GL_ARB_shading_language_420pack GL_ARB_explicit_uniform_location GL_ARB_shader_image_load_store GL_ARB_shader_atomic_counters GL_ARB_shader_atomic_counter_ops GL_ARB_indirect_parameters GL_ARB_direct_state_access GL_ARB_vertex_attrib_binding GL_KHR_shader_subgroup
^x0f0Using half-float vertex format.
^x0f0Using S3TC (DXTC) texture compression.
^x0f0Using GPU vertex skinning with max 233 bones in a single pass, models are hardware accelerated.
^x0f0Using GL_RGBA16 with GL_FRAMEBUFFER_BLEND.
Loading VM module C:/xxxxxxxx/cgame-native-exe.exe...
Loaded cgame VM module in 25 msec
World bounds: min: -1152.000000 -3008.000000 -112.000000 max: 4160.000000 2944.000000 528.000000
^3Warn: Unhandled exception (15ShaderException): Shader not found: deformVertexes_vega_2 0

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