=============================================================================== GLIntercept version 0.5 Log generated on: Thu Dec 16 02:46:30 2010 =============================================================================== glDrawBuffer(GL_BACK) glMatrixMode(GL_PROJECTION) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.333333,0.000000,0.000000,0.000000,0.000000,-1.000376,-1.000000,0.000000,0.000000,-8.001502,0.000000]) glMatrixMode(GL_MODELVIEW) glViewport(0,0,1024,768) glScissor(0,0,1024,768) glDisable(GL_BLEND) glDepthMask(true) glClear(GL_DEPTH_BUFFER_BIT) glDisable(GL_CLIP_PLANE0) glLoadMatrixf([0.811635,0.027992,-0.583494,0.000000,-0.584165,0.038892,-0.810703,0.000000,0.000000,0.998851,0.047919,0.000000,295.494446,-8.755990,-826.237671,1.000000]) glDepthRange(1.000000,1.000000) glBufferSubDataARB(GL_ARRAY_BUFFER,0,9504,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,9504,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,5376,0x1fce220) glEnable(GL_CULL_FACE) glCullFace(GL_FRONT) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.454671,0.512407,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1293) glDrawElements(GL_TRIANGLES,1344,GL_UNSIGNED_INT,0x0000) Textures[ (0,1293) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.077035,-0.237478,0.000000,0.000000,0.237478,0.077035,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.075244,0.312721,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1294) glEnable(GL_BLEND) glBlendFunc(GL_ONE_MINUS_SRC_ALPHA,GL_SRC_ALPHA) glDepthMask(false) glDrawElements(GL_TRIANGLES,1344,GL_UNSIGNED_INT,0x0000) Textures[ (0,1294) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glDepthRange(0.000000,1.000000) glBindBufferARB(GL_ARRAY_BUFFER,3) glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,5) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1024) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1024) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1123) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,5) Textures[ (0,1123) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1126) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,5) Textures[ (0,1126) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1127) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,5) Textures[ (0,1127) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glDisable(GL_BLEND) glDepthMask(true) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1129) glActiveTextureARB(GL_TEXTURE1) glClientActiveTextureARB(GL_TEXTURE1) glEnable(GL_TEXTURE_2D) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,6) Textures[ (0,1129) (1,1123) ] glDisable(GL_TEXTURE_2D) glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glActiveTextureARB(GL_TEXTURE0) glClientActiveTextureARB(GL_TEXTURE0) glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([2.000000,0.000000,0.000000,0.000000,0.000000,2.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.113200,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1130) glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,6) Textures[ (0,1130) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.226400,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,6) Textures[ (0,1130) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1123) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1123) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1132) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1132) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([5.000000,0.000000,0.000000,0.000000,0.000000,5.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1133) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1133) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1134) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,5) Textures[ (0,1134) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1144) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1144) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1145) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1145) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1146) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1146) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1147) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1147) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1124) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1124) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1150) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1150) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1151) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1151) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1152) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1152) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1153) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1153) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1155) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1155) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1156) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1156) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1157) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1157) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1158) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1158) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1169) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1169) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1170) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1170) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,44,0x0028) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1171) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1171) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glDisable(GL_CULL_FACE) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1186) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,10) Textures[ (0,1186) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1187) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,10) Textures[ (0,1187) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1025) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,10) Textures[ (0,1025) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1188) glDisable(GL_BLEND) glDepthMask(true) glEnable(GL_ALPHA_TEST) glAlphaFunc(GL_GEQUAL,0.500000) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,8) Textures[ (0,1188) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1025) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glDisable(GL_ALPHA_TEST) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,8) Textures[ (0,1025) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnable(GL_CULL_FACE) glCullFace(GL_FRONT) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glDisable(GL_BLEND) glDepthMask(true) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1284) glActiveTextureARB(GL_TEXTURE1) glClientActiveTextureARB(GL_TEXTURE1) glEnable(GL_TEXTURE_2D) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1284) (1,1123) ] glDisable(GL_TEXTURE_2D) glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glActiveTextureARB(GL_TEXTURE0) glClientActiveTextureARB(GL_TEXTURE0) glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1285) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1285) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1123) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1123) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1286) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1286) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1123) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1123) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1287) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1287) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glDisable(GL_CULL_FACE) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1299) glDisable(GL_BLEND) glDepthMask(true) glEnable(GL_ALPHA_TEST) glAlphaFunc(GL_GEQUAL,0.500000) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1299) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1123) glDepthFunc(GL_EQUAL) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glDisable(GL_ALPHA_TEST) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1123) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnable(GL_CULL_FACE) glCullFace(GL_FRONT) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glDepthFunc(GL_LEQUAL) glDisable(GL_BLEND) glDepthMask(true) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1300) glActiveTextureARB(GL_TEXTURE1) glClientActiveTextureARB(GL_TEXTURE1) glEnable(GL_TEXTURE_2D) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1300) (1,1123) ] glDisable(GL_TEXTURE_2D) glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glActiveTextureARB(GL_TEXTURE0) glClientActiveTextureARB(GL_TEXTURE0) glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.113200,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1130) glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1130) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.250000,0.000000,0.000000,0.000000,0.000000,0.250000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.226400,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,3) Textures[ (0,1130) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1025) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1025) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1303) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1303) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1025) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1025) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1304) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1304) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1025) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1025) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1305) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1305) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1308) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1308) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glDisableClientState(GL_TEXTURE_COORD_ARRAY) glEnable(GL_TEXTURE_GEN_S) glEnable(GL_TEXTURE_GEN_T) glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,34066) glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,34066) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1296) glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1296) ] glEnableClientState(GL_TEXTURE_COORD_ARRAY) glDisable(GL_TEXTURE_GEN_S) glDisable(GL_TEXTURE_GEN_T) glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1123) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,2) Textures[ (0,1123) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1123) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1309) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1309) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([5.000000,0.000000,0.000000,0.000000,0.000000,5.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1310) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1310) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1123) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1123) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1311) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1311) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1312) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1312) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0020) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1123) glDisable(GL_BLEND) glDepthMask(true) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1123) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1313) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_ZERO) glDepthMask(false) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1313) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([4.000000,0.000000,0.000000,0.000000,0.000000,4.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1314) glEnable(GL_BLEND) glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1314) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glLoadMatrixf([-0.006666,-0.006677,-0.999955,0.000000,-0.999958,0.006356,0.006624,0.000000,0.006311,0.999958,-0.006719,0.000000,-0.055398,-1.531627,-7.807992,1.000000]) glDepthRange(0.000000,0.300000) glLoadMatrixf([0.985620,0.008097,-0.168784,0.000000,-0.168978,0.047229,-0.984488,0.000000,0.000000,0.998851,0.047919,0.000000,1440.007690,18.642746,-1522.570679,1.000000]) glDepthRange(0.000000,1.000000) glLoadMatrixf([0.708529,0.033815,-0.704871,0.000000,-0.705682,0.033952,-0.707715,0.000000,0.000000,0.998851,0.047919,0.000000,1503.671997,19.721519,-1565.926147,1.000000]) glLoadMatrixf([0.708529,0.033815,-0.704871,0.000000,-0.705682,0.033952,-0.707715,0.000000,0.000000,0.998851,0.047919,0.000000,1376.472778,12.397054,-1475.855591,1.000000]) glLoadMatrixf([0.811635,0.027992,-0.583494,0.000000,-0.584165,0.038892,-0.810703,0.000000,0.000000,0.998851,0.047919,0.000000,295.494446,-8.755990,-826.237671,1.000000]) glBindBufferARB(GL_ARRAY_BUFFER,1) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6784,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6784,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1696,0x1fdfb60) glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2544,0x1fce220) glDisable(GL_CULL_FACE) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1135) glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE) glDrawElements(GL_TRIANGLES,636,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6848,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6848,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1712,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2568,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,642,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,7104,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,7104,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1776,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2664,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,666,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6464,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6464,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1616,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2424,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,606,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6656,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6656,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1664,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2496,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,624,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6784,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6784,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1696,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2544,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,636,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6784,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6784,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1696,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2544,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,636,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6336,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6336,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1584,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2376,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,594,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6464,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6464,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1616,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2424,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,606,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6272,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6272,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1568,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2352,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,588,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6272,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6272,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1568,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2352,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,588,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6528,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6528,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1632,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2448,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,612,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6400,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6400,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1600,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2400,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,600,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6400,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6400,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1600,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2400,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,600,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6592,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6592,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1648,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2472,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,618,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6784,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6784,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1696,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2544,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.785275,0.000000,0.000000,0.000000,0.000000,0.785275,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.107362,0.107362,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,636,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6592,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6592,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1648,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2472,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,618,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6592,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6592,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1648,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2472,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,618,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6976,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6976,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1744,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2616,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,654,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,6720,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,6720,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1680,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,2520,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([0.999999,0.000000,0.000000,0.000000,0.000000,0.999999,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000001,0.000001,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,630,GL_UNSIGNED_INT,0x0000) Textures[ (0,1135) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,448,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,448,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,112,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,168,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.809197,0.588779,0.000000,0.000000,-0.588779,-0.809197,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,1.198988,0.610209,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1143) glDrawElements(GL_TRIANGLES,42,GL_UNSIGNED_INT,0x0000) Textures[ (0,1143) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.613281,0.613281,0.613281,0.613281]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.268047,-0.924707,0.000000,0.000000,0.924707,-1.268047,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.671670,1.596377,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1138) glEnable(GL_BLEND) glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1138) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.638672,0.638672,0.638672,0.638672]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.320714,-0.963114,0.000000,0.000000,0.963114,-1.320714,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.678800,1.641914,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1136) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1136) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.664063,0.664063,0.664063,0.664063]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.377945,-1.004849,0.000000,0.000000,1.004849,-1.377945,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.686548,1.691397,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1140) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1140) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.688477,0.688477,0.688477,0.688477]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.437855,-1.048538,0.000000,0.000000,1.048538,-1.437855,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.694659,1.743196,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1137) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1137) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.713867,0.713867,0.713867,0.713867]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.505950,-1.098195,0.000000,0.000000,1.098195,-1.505950,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.703878,1.802073,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1139) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1139) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.738281,0.738281,0.738281,0.738281]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.577799,-1.150590,0.000000,0.000000,1.150590,-1.577799,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.713605,1.864195,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1141) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1141) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.763672,0.763672,0.763672,0.763672]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.660174,-1.210661,0.000000,0.000000,1.210661,-1.660174,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.724757,1.935418,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1138) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1138) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.789063,0.789063,0.789063,0.789063]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1136) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1136) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.963867,0.963867,0.963867,0.963867]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-2.821730,-2.057710,0.000000,0.000000,2.057710,-2.821730,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.882010,2.939720,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1140) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1140) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.988281,0.988281,0.988281,0.988281]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-3.084951,-2.249661,0.000000,0.000000,2.249661,-3.084951,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.917645,3.167306,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1137) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1137) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.013672,0.013672,0.013672,0.013672]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.653054,-0.476232,0.000000,0.000000,0.476232,-0.653054,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.588411,1.064643,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1139) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1139) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.063477,0.063477,0.063477,0.063477]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.680466,-0.496222,0.000000,0.000000,0.496222,-0.680466,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.592122,1.088344,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1138) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1138) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.813477,0.813477,0.813477,0.813477]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.849590,-1.348790,0.000000,0.000000,1.348790,-1.849590,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.750400,2.099190,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1140) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1140) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.838867,0.838867,0.838867,0.838867]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.963817,-1.432088,0.000000,0.000000,1.432088,-1.963817,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.765864,2.197953,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1137) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1137) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.863281,0.863281,0.863281,0.863281]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-2.087795,-1.522498,0.000000,0.000000,1.522498,-2.087795,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.782649,2.305146,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1139) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1139) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.888672,0.888672,0.888672,0.888672]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-2.234505,-1.629484,0.000000,0.000000,1.629484,-2.234505,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.802510,2.431994,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1141) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1141) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.914063,0.914063,0.914063,0.914063]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1138) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1138) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.938477,0.938477,0.938477,0.938477]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-2.591745,-1.889997,0.000000,0.000000,1.889997,-2.591745,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.850874,2.740871,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1136) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1136) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.088867,0.088867,0.088867,0.088867]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-2.087795,-1.522498,0.000000,0.000000,1.522498,-2.087795,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.782649,2.305146,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1136) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.039063,0.039063,0.039063,0.039063]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1141) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1141) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.588867,0.588867,0.588867,0.588867]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1141) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.563477,0.563477,0.563477,0.563477]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.176055,-0.857623,0.000000,0.000000,0.857623,-1.176055,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.659216,1.516839,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1139) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1139) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.539063,0.539063,0.539063,0.539063]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.135669,-0.828172,0.000000,0.000000,0.828172,-1.135669,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.653748,1.481920,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1137) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1137) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.513672,0.513672,0.513672,0.513672]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.096508,-0.799614,0.000000,0.000000,0.799614,-1.096508,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.648447,1.448061,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1140) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1140) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.488281,0.488281,0.488281,0.488281]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-1.059958,-0.772960,0.000000,0.000000,0.772960,-1.059958,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.643498,1.416459,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1136) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1136) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.463867,0.463867,0.463867,0.463867]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1138) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1138) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.438477,0.438477,0.438477,0.438477]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.994906,-0.725523,0.000000,0.000000,0.725523,-0.994906,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.634692,1.360214,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1141) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1141) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.414063,0.414063,0.414063,0.414063]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.965849,-0.704333,0.000000,0.000000,0.704333,-0.965849,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.630758,1.335091,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1139) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1139) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.388672,0.388672,0.388672,0.388672]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.937377,-0.683571,0.000000,0.000000,0.683571,-0.937377,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.626903,1.310474,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1137) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1137) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.113281,0.113281,0.113281,0.113281]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.710281,-0.517963,0.000000,0.000000,0.517963,-0.710281,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.596159,1.114122,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1139) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1139) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.338867,0.338867,0.338867,0.338867]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.886138,-0.646205,0.000000,0.000000,0.646205,-0.886138,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.619967,1.266171,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1136) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1136) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.313477,0.313477,0.313477,0.313477]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1138) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1138) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.289063,0.289063,0.289063,0.289063]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.840210,-0.612713,0.000000,0.000000,0.612713,-0.840210,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.613749,1.226461,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1141) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1141) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.263672,0.263672,0.263672,0.263672]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.818581,-0.596940,0.000000,0.000000,0.596940,-0.818581,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.610821,1.207760,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1139) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1139) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.238281,0.238281,0.238281,0.238281]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.798037,-0.581959,0.000000,0.000000,0.581959,-0.798037,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.608039,1.189998,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1137) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1137) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.188477,0.188477,0.188477,0.188477]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.760595,-0.554654,0.000000,0.000000,0.554654,-0.760595,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.602970,1.157625,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1136) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1136) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.213867,0.213867,0.213867,0.213867]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.779234,-0.568246,0.000000,0.000000,0.568246,-0.779234,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.605494,1.173740,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1140) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1140) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.164063,0.164063,0.164063,0.164063]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1138) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1138) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.138672,0.138672,0.138672,0.138672]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.726509,-0.529797,0.000000,0.000000,0.529797,-0.726509,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.598356,1.128153,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1141) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1141) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.363281,0.363281,0.363281,0.363281]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.910536,-0.663997,0.000000,0.000000,0.663997,-0.910536,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.623270,1.287266,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1140) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1140) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,288,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,288,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.533203,0.533203,0.533203,0.533203]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1148) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1148) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,288,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,288,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.283203,0.283203,0.283203,0.283203]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1149) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1149) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,288,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,288,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.033203,0.033203,0.033203,0.033203]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1149) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,288,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,288,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.783203,0.783203,0.783203,0.783203]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1148) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1148) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,576,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,576,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,144,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,216,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.976563,0.976563,0.976563,0.976563]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1159) glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE) glDrawElements(GL_TRIANGLES,54,GL_UNSIGNED_INT,0x0000) Textures[ (0,1159) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,576,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,576,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,144,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,216,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.283203,0.283203,0.283203,0.283203]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1160) glDrawElements(GL_TRIANGLES,54,GL_UNSIGNED_INT,0x0000) Textures[ (0,1160) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,576,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,576,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,144,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,216,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.704102,0.704102,0.704102,0.704102]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1161) glDrawElements(GL_TRIANGLES,54,GL_UNSIGNED_INT,0x0000) Textures[ (0,1161) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,512,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,512,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,128,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,192,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.205078,0.205078,0.205078,0.205078]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1162) glDrawElements(GL_TRIANGLES,48,GL_UNSIGNED_INT,0x0000) Textures[ (0,1162) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,576,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,576,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,144,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,216,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.695313,0.695313,0.695313,0.695313]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1163) glDrawElements(GL_TRIANGLES,54,GL_UNSIGNED_INT,0x0000) Textures[ (0,1163) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,576,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,576,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,144,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,216,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.883789,0.883789,0.883789,0.883789]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1164) glDrawElements(GL_TRIANGLES,54,GL_UNSIGNED_INT,0x0000) Textures[ (0,1164) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,576,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,576,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,144,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,216,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.283203,0.283203,0.283203,0.283203]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1165) glDrawElements(GL_TRIANGLES,54,GL_UNSIGNED_INT,0x0000) Textures[ (0,1165) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,512,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,512,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,128,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,192,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.916992,0.916992,0.916992,0.916992]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1166) glDrawElements(GL_TRIANGLES,48,GL_UNSIGNED_INT,0x0000) Textures[ (0,1166) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,576,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,576,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,144,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,216,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.185547,0.185547,0.185547,0.185547]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1167) glDrawElements(GL_TRIANGLES,54,GL_UNSIGNED_INT,0x0000) Textures[ (0,1167) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,576,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,576,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,144,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,216,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.113281,0.113281,0.113281,0.113281]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([-0.807389,-0.588778,0.000000,0.000000,0.588778,-0.807389,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.609306,1.198084,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1168) glDrawElements(GL_TRIANGLES,54,GL_UNSIGNED_INT,0x0000) Textures[ (0,1168) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBindBufferARB(GL_ARRAY_BUFFER,3) glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,5) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([0.162819,0.162819,0.162819,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1189) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1189) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([0.869717,0.869717,0.869717,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1189) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([0.836046,0.836046,0.836046,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1189) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([0.131318,0.131318,0.131318,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1189) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.679198,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1291) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1291) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.905598,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1291) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([2.000000,0.000000,0.000000,0.000000,0.000000,2.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.256649,0.801087,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1292) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA,GL_ONE) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1292) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.679198,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1298) glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1298) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.905598,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,4) Textures[ (0,1298) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glLoadMatrixf([0.811635,0.027992,-0.583494,0.000000,-0.584165,0.038892,-0.810703,0.000000,0.000000,0.998851,0.047919,0.000000,295.494446,-8.755990,-826.237671,1.000000]) glBindBufferARB(GL_ARRAY_BUFFER,1) glBufferSubDataARB(GL_ARRAY_BUFFER,0,64,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,64,0x1fdbce0) glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,24,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.800000,0.800000,0.800000,0.058824]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1341) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA) glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0x0000) Textures[ (0,1341) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glLoadMatrixf([0.811635,0.027992,-0.583494,0.000000,-0.584165,0.038892,-0.810703,0.000000,0.000000,0.998851,0.047919,0.000000,295.494446,-8.755990,-826.237671,1.000000]) glBufferSubDataARB(GL_ARRAY_BUFFER,0,64,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,64,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,24,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.800000,0.800000,0.800000,0.043137]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0x0000) Textures[ (0,1341) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glLoadMatrixf([0.811635,0.027992,-0.583494,0.000000,-0.584165,0.038892,-0.810703,0.000000,0.000000,0.998851,0.047919,0.000000,295.494446,-8.755990,-826.237671,1.000000]) glBufferSubDataARB(GL_ARRAY_BUFFER,0,64,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,64,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,24,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.800000,0.800000,0.800000,0.074510]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0x0000) Textures[ (0,1341) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glLoadMatrixf([0.811635,0.027992,-0.583494,0.000000,-0.584165,0.038892,-0.810703,0.000000,0.000000,0.998851,0.047919,0.000000,295.494446,-8.755990,-826.237671,1.000000]) glBufferSubDataARB(GL_ARRAY_BUFFER,0,64,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,64,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,24,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([0.800000,0.800000,0.800000,0.043137]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0x0000) Textures[ (0,1341) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glLoadMatrixf([0.708529,0.033815,-0.704871,0.000000,-0.705682,0.033952,-0.707715,0.000000,0.000000,0.998851,0.047919,0.000000,1376.472778,12.397054,-1475.855591,1.000000]) glBufferSubDataARB(GL_ARRAY_BUFFER,0,128,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,128,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,96,0x1fce220) glEnable(GL_CULL_FACE) glCullFace(GL_FRONT) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,0.012500,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.004894,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1375) glDrawElements(GL_TRIANGLES,24,GL_UNSIGNED_INT,0x0000) Textures[ (0,1375) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glLoadMatrixf([0.811635,0.027992,-0.583494,0.000000,-0.584165,0.038892,-0.810703,0.000000,0.000000,0.998851,0.047919,0.000000,295.494446,-8.755990,-826.237671,1.000000]) glBufferSubDataARB(GL_ARRAY_BUFFER,0,64,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,64,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,16,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,24,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,4,0xbb80) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1420) glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0x0000) Textures[ (0,1420) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBindBufferARB(GL_ARRAY_BUFFER,3) glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,5) glDisable(GL_CULL_FACE) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,44,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,44,0x000c) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([4.000000,0.000000,0.000000,0.000000,0.000000,4.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,2.903016,0.837172,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1295) glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1295) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,44,0x0018) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([4.000000,0.000000,0.000000,0.000000,0.000000,4.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.593576,3.146612,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1295) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glDisableClientState(GL_TEXTURE_COORD_ARRAY) glEnable(GL_TEXTURE_GEN_S) glEnable(GL_TEXTURE_GEN_T) glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,34066) glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,34066) glMatrixMode(GL_TEXTURE) glLoadMatrixf([4.000000,0.000000,0.000000,0.000000,0.000000,4.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1296) glEnable(GL_BLEND) glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR) glMultiDrawElementsEXT(GL_TRIANGLES,0x1fe68f0,GL_UNSIGNED_INT,0x1ff68f0,1) Textures[ (0,1296) ] glEnableClientState(GL_TEXTURE_COORD_ARRAY) glDisable(GL_TEXTURE_GEN_S) glDisable(GL_TEXTURE_GEN_T) glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glLoadMatrixf([0.811635,0.027992,-0.583494,0.000000,-0.584165,0.038892,-0.810703,0.000000,0.000000,0.998851,0.047919,0.000000,295.494446,-8.755990,-826.237671,1.000000]) glViewport(0,0,1024,768) glScissor(0,0,1024,768) glMatrixMode(GL_PROJECTION) glLoadMatrixf([0.001953,0.000000,0.000000,0.000000,0.000000,-0.002604,0.000000,0.000000,0.000000,0.000000,2.000000,0.000000,-1.000000,1.000000,-1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA) glDisable(GL_DEPTH_TEST) glDisable(GL_CULL_FACE) glDisable(GL_CLIP_PLANE0) glBindBufferARB(GL_ARRAY_BUFFER,1) glBufferSubDataARB(GL_ARRAY_BUFFER,0,64,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,64,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,16,0x1fdfb60) glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,2) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,24,0x1fce220) glEnable(GL_CULL_FACE) glCullFace(GL_FRONT) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,4,0xbb80) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1093) glEnable(GL_DEPTH_TEST) glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0x0000) Textures[ (0,1093) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,64,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,64,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,24,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1392) glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0x0000) Textures[ (0,1392) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,384,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,384,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,96,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,144,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,4,0xbb80) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1118) glDisable(GL_DEPTH_TEST) glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x0000) Textures[ (0,1118) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,64,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,64,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,24,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1397) glEnable(GL_DEPTH_TEST) glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0x0000) Textures[ (0,1397) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,256,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,256,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,64,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,96,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,4,0xbb80) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1118) glDisable(GL_DEPTH_TEST) glDrawElements(GL_TRIANGLES,24,GL_UNSIGNED_INT,0x0000) Textures[ (0,1118) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,64,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,64,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,24,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1398) glEnable(GL_DEPTH_TEST) glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0x0000) Textures[ (0,1398) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,64,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,64,0x1fdbce0) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,24,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glColor4fv([1.000000,1.000000,1.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glDisableClientState(GL_COLOR_ARRAY) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1343) glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0x0000) Textures[ (0,1343) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,5184,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,5184,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,1296,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,1944,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,4,0xbb80) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1025) glDrawElements(GL_TRIANGLES,486,GL_UNSIGNED_INT,0x0000) Textures[ (0,1025) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,64,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,64,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,16,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,24,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,4,0xbb80) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1063) glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0x0000) Textures[ (0,1063) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,320,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,320,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,80,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,120,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,4,0xbb80) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1025) glDrawElements(GL_TRIANGLES,30,GL_UNSIGNED_INT,0x0000) Textures[ (0,1025) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glBufferSubDataARB(GL_ARRAY_BUFFER,0,256,0x1fd3fe0) glBufferSubDataARB(GL_ARRAY_BUFFER,32000,256,0x1fdbce0) glBufferSubDataARB(GL_ARRAY_BUFFER,48000,64,0x1fdfb60) glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER,0,96,0x1fce220) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3,GL_FLOAT,16,0x0000) glEnableClientState(GL_NORMAL_ARRAY) glNormalPointer(GL_FLOAT,16,0x3e80) glMatrixMode(GL_COLOR) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_COLOR_ARRAY) glColorPointer(4,GL_UNSIGNED_BYTE,4,0xbb80) glTexCoordPointer(2,GL_FLOAT,16,0x7d00) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glMatrixMode(GL_TEXTURE) glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000]) glMatrixMode(GL_MODELVIEW) glBindTexture(GL_TEXTURE_2D,1063) glDrawElements(GL_TRIANGLES,24,GL_UNSIGNED_INT,0x0000) Textures[ (0,1063) ] glEnableClientState(GL_COLOR_ARRAY) glMatrixMode(GL_COLOR) glLoadIdentity() glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) wglSwapBuffers(0xa8011bba) ----->wglGetPixelFormat(0xa8011bba)=2 ----->wglGetPixelFormat(0xa8011bba)=2 =true