Pobrałem go. Mam na myśli XReal, nie ETXreal..
https://sourceforge.net/projects/xreal/files/XreaL/
Pobrało sie. Yes. Wypakowałem na d:/XReal odpalam xreal.exe nic sie nie dzieje, i error:
recursive error after: No errors.
shaders failed to link. Copy console log to clipboard?
No, dałem okej, oto zawartość loga, nie wiem czy komuś to coś da:
Kod: Zaznacz cały
XreaL 0.8.1 win_msvc-x86 Jul 3 2008
----- FS_Startup -----
Current search path:
C:\Users\Home\AppData\Roaming\XreaL/base
D:\XreaL_PreAlpha_20080704/base
D:\XreaL_PreAlpha_20080704\base\textures-tr3b-20070703.pk3 (195 files)
D:\XreaL_PreAlpha_20080704\base\textures-q4power-20070707.pk3 (284 files)
D:\XreaL_PreAlpha_20080704\base\textures-pk01-20070707.pk3 (114 files)
D:\XreaL_PreAlpha_20080704\base\textures-eX-20070707.pk3 (275 files)
D:\XreaL_PreAlpha_20080704\base\player-harley-20080305.pk3 (59 files)
D:\XreaL_PreAlpha_20080704\base\map-yan_test-20080506.pk3 (12 files)
D:\XreaL_PreAlpha_20080704\base\map-uglyrga-20080506.pk3 (28 files)
D:\XreaL_PreAlpha_20080704\base\map-kat_q4dm3-20080223.pk3 (87 files)
D:\XreaL_PreAlpha_20080704\base\map-gwdm2-20080506.pk3 (115 files)
D:\XreaL_PreAlpha_20080704\base\core-20080704.pk3 (1380 files)
----------------------
2549 files in pk3 files
execing default.cfg
execing xreal.cfg
com_zoneMegs will be changed upon restarting.
execing autoexec.cfg
Minimum com_hunkMegs is 96, allocating 96 megs.
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
Couldn't read q3history.
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
SDL_Init( SDL_INIT_VIDEO )... OK
Initializing OpenGL display
Estimated display aspect: 1.600
...setting mode 6: 1024 768
Using 4/4/4 Color bits, 24 depth, 8 stencil display.
...initializing QGL
Available modes: '1280x800 320x200 640x400 1280x768 1280x720 320x240 400x300 512x384 640x480 800x600 1024x768 1280x600'
GL_RENDERER: Intel 965/963 Graphics Media Accelerator
Initializing OpenGL extensions
...using GL_ARB_multitexture
...using GL_ARB_depth_texture
...using GL_ARB_texture_cube_map
...using GL_ARB_vertex_program
...using GL_ARB_vertex_buffer_object
...using GL_ARB_occlusion_query
...using GL_ARB_shader_objects
...using GL_ARB_vertex_shader
...using GL_ARB_fragment_shader
...using GL_ARB_shading_language_100
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_draw_buffers
...GL_ARB_texture_float not found
...ignoring GL_ARB_texture_compression
...ignoring GL_EXT_texture_compression_s3tc
...using GL_EXT_stencil_wrap
...using GL_EXT_texture_filter_anisotropic
...using GL_EXT_stencil_two_side
...GL_EXT_depth_bounds_test not found
...using GL_EXT_framebuffer_object
...GL_EXT_packed_depth_stencil not found
...GL_EXTX_framebuffer_mixed_formats not found
...using GL_ATI_separate_stencil
...using GL_SGIS_generate_mipmap
GL_VENDOR: Intel
GL_RENDERER: Intel 965/963 Graphics Media Accelerator
GL_VERSION: 2.0.0 - Build 8.14.10.1930
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_pixel_buffer_object GL_WIN_swap_hint GL_EXT_framebuffer_object
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_TEXTURE_UNITS_ARB: 8
64 occlusion query bits
GL_SHADING_LANGUAGE_VERSION_ARB: 1.10 - Intel Build 8.14.10.1930
GL_MAX_DRAW_BUFFERS_ARB: 7
GL_TEXTURE_MAX_ANISOTROPY_EXT: 2.000000
GL_MAX_RENDERBUFFER_SIZE_EXT: 2048
GL_MAX_COLOR_ATTACHMENTS_EXT: 7
PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
compressed textures: disabled
Forcing glFinish
------- GLSL_InitGPUShaders -------
...loading 'glsl/genericSingle_vp.glsl'
...referencing pak 'base/core-20080704' for used file 'glsl/genericSingle_vp.glsl'
...loading 'glsl/genericSingle_fp.glsl'
********************
ERROR: No errors.
shaders failed to link
********************
RE_Shutdown( destroyWindow = 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----
GL_VENDOR: Intel
GL_RENDERER: Intel 965/963 Graphics Media Accelerator
GL_VERSION: 2.0.0 - Build 8.14.10.1930
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_pixel_buffer_object GL_WIN_swap_hint GL_EXT_framebuffer_object
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_TEXTURE_UNITS_ARB: 8
64 occlusion query bits
GL_SHADING_LANGUAGE_VERSION_ARB: 1.10 - Intel Build 8.14.10.1930
GL_MAX_DRAW_BUFFERS_ARB: 7
GL_TEXTURE_MAX_ANISOTROPY_EXT: 2.000000
GL_MAX_RENDERBUFFER_SIZE_EXT: 2048
GL_MAX_COLOR_ATTACHMENTS_EXT: 7
PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
compressed textures: disabled
Forcing glFinish
------- GLSL_InitGPUShaders -------
...loading 'glsl/genericSingle_vp.glsl'
...loading 'glsl/genericSingle_fp.glsl'
----- CL_Shutdown -----
RE_Shutdown( destroyWindow = 1 )
...shutting down QGL
-----------------------
Jak to próchno odpalić? Bo sprawa fajna.