... [libEGL] glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *) 0x689949a8); [libEGL] glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *) 0x68994a28); [libEGL] glGetString(GL_EXTENSIONS); [libEGL] glGetString(GL_VERSION); [libEGL] glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *) 0xbef8d004); [libEGL] glGenBuffers(1, (GLuint *) 0x68994974); [libEGL] glBindBuffer(GL_ARRAY_BUFFER, 70001); [libEGL] glBufferData(GL_ARRAY_BUFFER, 64, (const GLvoid *) 0x40c4d9e8, GL_STATIC_DRAW); [libEGL] glDisable(GL_SCISSOR_TEST); [libEGL] glActiveTexture(GL_TEXTURE0); [libEGL] glGenBuffers(1, (GLuint *) 0x68994ac8); [libEGL] glBindBuffer(GL_ARRAY_BUFFER, 140002); [libEGL] glBufferData(GL_ARRAY_BUFFER, 131072, (const GLvoid *) 0x00000000, GL_DYNAMIC_DRAW); [libEGL] glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, (GLint *) 0xbef8d0e4); [libEGL] glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *) 0x68994978); [OpenGLRenderer] Enabling debug mode 0 [libEGL] glGenTextures(1, (GLuint *) 0x68996ee8); [libEGL] glBindTexture(GL_TEXTURE_2D, 70001); [libEGL] glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES) 0x68996d98); [libEGL] glGetError(); [libEGL] glDisable(GL_DITHER); [libEGL] glClearColor(0, 0, 0, 0); [libEGL] glEnableVertexAttribArray(0); [libEGL] glDisable(GL_BLEND); [libEGL] glDiscardFramebufferEXT(GL_FRAMEBUFFER_OES, 1, (const GLenum *) 0xbef8cf68); [libEGL] glViewport(0, 0, 1202, 800); [libEGL] glEnable(GL_SCISSOR_TEST); [libEGL] glScissor(0, 0, 1202, 800); [libEGL] glClear(GL_COLOR_BUFFER_BIT); [libEGL] glInsertEventMarkerEXT(0, (const GLchar *) 0x40c4a8dc); [libEGL] glDisable(GL_SCISSOR_TEST); [libEGL] glEnable(GL_BLEND); [libEGL] glBlendFuncSeparate(GL_LINES, GL_ONE_MINUS_SRC_ALPHA, GL_LINES, GL_ONE_MINUS_SRC_ALPHA); [libEGL] glCreateShader(GL_VERTEX_SHADER); [libEGL] const char* shaderSrc[] = { [libEGL] "attribute vec4 position; [libEGL] uniform mat4 projection; [libEGL] uniform mat4 transform; [libEGL] uniform mat4 screenSpace; [libEGL] varying float linear; [libEGL] varying vec2 ditherTexCoords; [libEGL] [libEGL] void main(void) { [libEGL] gl_Position = projection * transform * position; [libEGL] linear = (screenSpace * position).x; [libEGL] ditherTexCoords = (transform * position).xy * (1.0 / 4.0); [libEGL] } [libEGL] [libEGL] " [libEGL] }; [libEGL] glShaderSource(70001, 1, shaderSrc, (const GLint*) 0); [libEGL] glCompileShader(70001); [libEGL] glGetShaderiv(70001, GL_COMPILE_STATUS, (GLint*) 0xbef8cbb0); [libEGL] glCreateShader(GL_FRAGMENT_SHADER); [libEGL] const char* shaderSrc[] = { [libEGL] "precision mediump float; [libEGL] [libEGL] varying float linear; [libEGL] varying vec2 ditherTexCoords; [libEGL] uniform sampler2D ditherSampler; [libEGL] uniform vec4 startColor; [libEGL] uniform vec4 endColor; [libEGL] [libEGL] void main(void) { [libEGL] gl_FragColor = texture2D(ditherSampler, ditherTexCoords).a * (1.0 / 16.0) + mix(startColor, endColor, clamp(linear, 0.0, 1.0)); [libEGL] } [libEGL] [libEGL] " [libEGL] }; [libEGL] glShaderSource(140002, 1, shaderSrc, (const GLint*) 0); [libEGL] glCompileShader(140002); [libEGL] glGetShaderiv(140002, GL_COMPILE_STATUS, (GLint*) 0xbef8cbb0); [libEGL] glCreateProgram(); [libEGL] glAttachShader(210003, 70001); [libEGL] glAttachShader(210003, 140002); [libEGL] glBindAttribLocation(210003, 0, (const GLchar*) 0x40c4bac1); [libEGL] glLinkProgram(210003); [libEGL] glGetProgramiv(210003, GL_LINK_STATUS, (GLint*) 0xbef8cde0); [libEGL] glGetUniformLocation(210003, (const GLchar*) 0x40c4bafd); [libEGL] glGetUniformLocation(210003, (const GLchar*) 0x40c4bb07); [libEGL] glUseProgram(210003); [libEGL] const GLfloat value[] = { [libEGL] 0.00166389, 0, 0, 0, [libEGL] 0, -0.0025, 0, 0, [libEGL] 0, 0, -1, 0, [libEGL] -1, 1, 0, 1 [libEGL] }; [libEGL] glUniformMatrix4fv(1, 1, GL_FALSE, value); [libEGL] const GLfloat value[] = { [libEGL] 1202, 0, 0, 0, [libEGL] 0, 800, 0, 0, [libEGL] 0, 0, 1, 0, [libEGL] 0, 0, 0, 1 [libEGL] }; [libEGL] glUniformMatrix4fv(2, 1, GL_FALSE, value); [libEGL] glGetUniformLocation(210003, (const GLchar*) 0x40c4d85c); [libEGL] glUniform4f(5, 0, 0, 0, 1); [libEGL] glGetUniformLocation(210003, (const GLchar*) 0x40c4d867); [libEGL] glUniform4f(6, 0.152941, 0.176471, 0.2, 1); [libEGL] glGenTextures(1, (GLuint *) 0x68994b58); [libEGL] glBindTexture(GL_TEXTURE_2D, 140002); [libEGL] glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); [libEGL] glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); [libEGL] glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); [libEGL] glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); [libEGL] glPixelStorei(GL_UNPACK_ALIGNMENT, 1); [libEGL] glTexImage2D(GL_TEXTURE_2D, 0, 6406, 4, 4, 0, GL_ALPHA, GL_UNSIGNED_BYTE, (const GLvoid *) 0xbef8cda4); [libEGL] glGetUniformLocation(210003, (const GLchar*) 0x40c4b38f); [libEGL] glUniform1i(4, 0); [libEGL] glGetUniformLocation(210003, (const GLchar*) 0x40c4d870); [libEGL] const GLfloat value[] = { [libEGL] 0, -1.5025, 0, 0, [libEGL] 1, 0, 0, 0, [libEGL] 0, 0, 1, 0, [libEGL] 0, 0, 0, 1 [libEGL] }; [libEGL] glUniformMatrix4fv(3, 1, GL_FALSE, value); [libEGL] glBindBuffer(GL_ARRAY_BUFFER, 70001); [libEGL] glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 16, (const GLvoid*) 0x00000000); [libEGL] glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); [libEGL] glGenTextures(1, (GLuint *) 0x689a1f3c); [libEGL] glBindTexture(GL_TEXTURE_2D, 210003); [libEGL] glPixelStorei(GL_UNPACK_ALIGNMENT, 4); [libEGL] glTexImage2D(GL_TEXTURE_2D, 0, 6408, 660, 377, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid *) 0x68acf000); [libEGL] glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); [libEGL] glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); [libEGL] glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); [libEGL] glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); [libEGL] glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); [libEGL] glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); [libEGL] glCreateShader(GL_VERTEX_SHADER); [libEGL] const char* shaderSrc[] = { [libEGL] "attribute vec4 position; [libEGL] attribute vec2 texCoords; [libEGL] uniform mat4 projection; [libEGL] uniform mat4 transform; [libEGL] varying vec2 outTexCoords; [libEGL] [libEGL] void main(void) { [libEGL] outTexCoords = texCoords; [libEGL] gl_Position = projection * transform * position; [libEGL] } [libEGL] [libEGL] " [libEGL] }; [libEGL] glShaderSource(280004, 1, shaderSrc, (const GLint*) 0); [libEGL] glCompileShader(280004); [libEGL] glGetShaderiv(280004, GL_COMPILE_STATUS, (GLint*) 0xbef8cb38); [libEGL] glCreateShader(GL_FRAGMENT_SHADER); [libEGL] const char* shaderSrc[] = { [libEGL] "precision mediump float; [libEGL] [libEGL] varying vec2 outTexCoords; [libEGL] uniform sampler2D baseSampler; [libEGL] [libEGL] void main(void) { [libEGL] gl_FragColor = texture2D(baseSampler, outTexCoords); [libEGL] } [libEGL] [libEGL] " [libEGL] }; [libEGL] glShaderSource(350005, 1, shaderSrc, (const GLint*) 0); [libEGL] glCompileShader(350005); [libEGL] glGetShaderiv(350005, GL_COMPILE_STATUS, (GLint*) 0xbef8cb38); [libEGL] glCreateProgram(); [libEGL] glAttachShader(420006, 280004); [libEGL] glAttachShader(420006, 350005); [libEGL] glBindAttribLocation(420006, 0, (const GLchar*) 0x40c4bac1); [libEGL] glBindAttribLocation(420006, 1, (const GLchar*) 0x40c4baca); [libEGL] glLinkProgram(420006); [libEGL] glGetProgramiv(420006, GL_LINK_STATUS, (GLint*) 0xbef8cd68); [libEGL] glGetUniformLocation(420006, (const GLchar*) 0x40c4bafd); [libEGL] glGetUniformLocation(420006, (const GLchar*) 0x40c4bb07); [libEGL] glUseProgram(420006); [libEGL] glGetUniformLocation(420006, (const GLchar*) 0x40c4ba8e); [libEGL] glUniform1i(3, 0); [libEGL] const GLfloat value[] = { [libEGL] 0.00166389, 0, 0, 0, [libEGL] 0, -0.0025, 0, 0, [libEGL] 0, 0, -1, 0, [libEGL] -1, 1, 0, 1 [libEGL] }; [libEGL] glUniformMatrix4fv(1, 1, GL_FALSE, value); [libEGL] const GLfloat value[] = { [libEGL] 1202, 0, 0, 0, [libEGL] 0, 686.597, 0, 0, [libEGL] 0, 0, 1, 0, [libEGL] 0, 73.7015, 0, 1 [libEGL] }; [libEGL] glUniformMatrix4fv(2, 1, GL_FALSE, value); [libEGL] glEnableVertexAttribArray(1); [libEGL] glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 16, (const GLvoid*) 0x00000008); [libEGL] glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); [libEGL] glGetError(); ... [libEGL] glDisable(GL_DITHER); [libEGL] glClearColor(0, 0, 0, 0); [libEGL] glEnableVertexAttribArray(0); ... [mbgl] {Map}[Android]: Not activating as we are not ready [mbgl] {Map}[Android]: Not deactivating as we are not ready ... [libEGL] glGenTextures(1, (GLuint *) 0x6bbcda60); [libEGL] validate_display:254 error 3008 (EGL_BAD_DISPLAY) [mbgl] {Main}[OpenGL]: eglCreateWindowSurface() returned error 12296 [libc] Fatal signal 6 (SIGABRT) at 0x00001061 (code=-6), thread 4193