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Author: SHC (posted 2014-01-22 13:41:34, viewed 106 times)

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Sris-iMac:clashtune sriharshachilakapati$ sh clashtune.sh
[CONSOLE] width = 1024
[CONSOLE] height = 768
[CONSOLE] msaa = 1
[CONSOLE] bpp = 32
[CONSOLE] fullscreen = false
[CONSOLE] shadow = 2
[CONSOLE] grass = true
[CONSOLE] celshading = true
[CONSOLE] bloom = true
[CONSOLE] locale = 
[CONSOLE] soundVolume = 0.0
[CONSOLE] musicVolume = 0.0
[CONSOLE] playerId = titoasty
[CONSOLE] servers = localhost�127.0.0.1�
[CONSOLE] armyTemplate = default army
[CONSOLE] fogofwar = 1
[CONSOLE] graphics.boundingbox = 0
[CONSOLE] graphics.physicbox = 0
[CONSOLE] debug.pathfinding = 
[CONSOLE] sandbox = true
isGL20Available=true
GL_ARB_color_buffer_float
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_provoking_vertex
GL_ARB_seamless_cube_map
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_sync
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_array_bgra
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_debug_label
GL_EXT_debug_marker
GL_EXT_depth_bounds_test
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_array
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_rectangle
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array_bgra
GL_APPLE_aux_depth_stencil
GL_APPLE_client_storage
GL_APPLE_element_array
GL_APPLE_fence
GL_APPLE_float_pixels
GL_APPLE_flush_buffer_range
GL_APPLE_flush_render
GL_APPLE_object_purgeable
GL_APPLE_packed_pixels
GL_APPLE_pixel_buffer
GL_APPLE_rgb_422
GL_APPLE_row_bytes
GL_APPLE_specular_vector
GL_APPLE_texture_range
GL_APPLE_transform_hint
GL_APPLE_vertex_array_object
GL_APPLE_vertex_array_range
GL_APPLE_vertex_point_size
GL_APPLE_vertex_program_evaluators
GL_APPLE_ycbcr_422
GL_ATI_separate_stencil
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_IBM_rasterpos_clip
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_depth_clamp
GL_NV_fog_distance
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_point_sprite
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod

ClashTune: Creating game
data/skins/default/uiskin.json
ClashTune: Resizing game to: 1024 x 768
ShaderLoader: Compiling "screenspace/convolve-1d" w/ (#define LENGTH 3)...
ShaderLoader: Compiling "screenspace/convolve-1d" w/ (#define LENGTH 3)...
ShaderLoader: Compiling "screenspace/convolve-1d" w/ (#define LENGTH 5)...
ShaderLoader: Compiling "screenspace/convolve-1d" w/ (#define LENGTH 5)...
ShaderLoader: Compiling "screenspace/threshold"...
ShaderLoader: Compiling "screenspace/combine"...
ShaderLoader: Compiling "screenspace/radial-distortion"...
ShaderLoader: Compiling "radial-blur/radial-blur" w/ (#define BLUR_LENGTH 16, #define ONE_ON_BLUR_LENGTH 0.0625)...
ShaderLoader: Compiling "screenspace/combine"...
ShaderLoader: Compiling "screenspace/crt-screen" w/ (#define ENABLE_CHROMATIC_ABERRATIONS, )...
ShaderLoader: Compiling "screenspace/vignetting" w/ (#define ENABLE_GRADIENT_MAPPING)...
shader compiled: 
shader compiled: 
shader compiled: 
Test: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 
shadow light : 1024
Prefix: 
#define positionFlag
#define colorFlag
#define normalFlag
#define lightingFlag
#define ambientCubemapFlag
#define numDirectionalLights 2
#define numPointLights 5
#define shadowMapFlag
#define texCoord0Flag
#define blendedFlag
#define diffuseTextureFlag
#define diffuseTextureCoord texCoord0
#define specularTextureFlag

Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: ERROR: 0:321: No matching function for call to max(int, float)
ERROR: 0:322: Use of undeclared identifier 'halfDotView'
ERROR: 0:336: No matching function for call to max(int, float)
ERROR: 0:337: Use of undeclared identifier 'halfDotView'

   at com.badlogic.gdx.graphics.g3d.shaders.BaseShader.init(BaseShader.java:151)
   at com.clashtune.engine.rendering.pipeline.GrassShader.init(GrassShader.java:570)
   at com.badlogic.gdx.graphics.g3d.utils.BaseShaderProvider.getShader(BaseShaderProvider.java:37)
   at com.badlogic.gdx.graphics.g3d.ModelBatch.render(ModelBatch.java:285)
   at com.clashtune.engine.rendering.pipeline.Pipeline.drawModels(Pipeline.java:733)
   at com.clashtune.engine.rendering.pipeline.Pipeline.flush(Pipeline.java:434)
   at com.clashtune.scenes.battle.layer.BattleLayer.draw(BattleLayer.java:715)
   at com.clashtune.engine.Layer.draw(Layer.java:192)
   at com.badlogic.gdx.scenes.scene2d.Group.drawChildren(Group.java:110)
   at com.badlogic.gdx.scenes.scene2d.Group.draw(Group.java:56)
   at com.badlogic.gdx.scenes.scene2d.Stage.draw(Stage.java:183)
   at com.clashtune.engine.Director.update(Director.java:79)
   at com.clashtune.ClashTune.render(ClashTune.java:89)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:208)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:115)
^CSris-iMac:clashtune sriharshachilakapati$





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