Hello, this is FreedroidRPG, version 0.15.1.
Video system type: x11.
Using screen resolution 800 x 600.
Testing if color depth 32 bits is available... YES.
video mode set (bpp=24 RGBA=8880 depth=24)
-OpenGL--------------------------------------------------------------------------
Vendor : Tungsten Graphics, Inc
Renderer : Mesa DRI Intel(R) 945GME x86/MMX/SSE2
Version : 2.0 Mesa 8.0.4
Extensions : GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture
GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object
GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D
GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements
GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal
GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap
GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
GL_ARB_multitexture GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat
GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord
GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias
GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent
GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_SUN_multi_draw_arrays
GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object
GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos
GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_NV_vertex_program
GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow
GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side
GL_EXT_texture_cube_map GL_NV_vertex_program1_1 GL_APPLE_packed_pixels
GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program
GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program
GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3
GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert
GL_MESA_ycbcr_texture GL_ARB_half_float_pixel GL_ARB_point_sprite
GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two
GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate
GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_pixel_buffer_object
GL_ARB_texture_rectangle GL_EXT_pixel_buffer_object GL_EXT_texture_rectangle
GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object
GL_ATI_separate_stencil GL_EXT_gpu_program_parameters GL_OES_EGL_image
GL_ARB_copy_buffer GL_ARB_map_buffer_range GL_EXT_separate_shader_objects
GL_ARB_ES2_compatibility GL_ARB_draw_elements_base_vertex
GL_ARB_explicit_attrib_location GL_ARB_provoking_vertex GL_ARB_sampler_objects
GL_EXT_provoking_vertex GL_ARB_robustness |