loading 3d meshes
loading textures
loadDDS: leaftest.dds
loadDDS: leafbump.dds
loadDDS: leaftest-param.dds
initializing shaders
Shader::readFile: fullscreen_vert.glsl, fullscreen_frag.glsl
Shader::readFile: null_vert.glsl, bloom_horiz.glsl
Shader::readFile: default_object_vert.glsl, default_object_frag.glsl
Shader::readFile: deferred_light_vert.glsl, deferred_light_point.glsl
Shader::readFile: water_vert.glsl, water_frag.glsl
Shader::readFile: screen_thing_vert.glsl, text_frag.glsl
Shader::readFile: sky_vert.glsl, sky_frag.glsl
Shader::readFile: null_vert.glsl, ambient_pass_frag.glsl
Shader::readFile: screen_thing_vert.glsl, screen_thing_frag.glsl
initializing framebuffers
preparing scene
SoundSystem::killMusic: killing playback.
Renderer::cacheFrameBuffer: creating new FBO
attaching: depth component
Renderer::cacheFrameBuffer: framebuffer complete
Renderer::cacheFrameBuffer: creating new FBO
attaching: depth component
Renderer::cacheFrameBuffer: framebuffer complete
Renderer::cacheFrameBuffer: creating new FBO
attaching: depth component
Renderer::cacheFrameBuffer: framebuffer complete
Renderer::cacheFrameBuffer: creating new FBO
attaching: depth component
Renderer::cacheFrameBuffer: framebuffer complete
Renderer::cacheShader: building shader default_object_vert.glsl, default_object_frag.glsl
Renderer::cacheShader: building shader deferred_light_vert.glsl, deferred_light_point.glsl
Renderer::cacheShader: building shader null_vert.glsl, ambient_pass_frag.glsl
Renderer::cacheShader: building shader sky_vert.glsl, sky_frag.glsl
Renderer::cacheShader: building shader water_vert.glsl, water_frag.glsl
Renderer::cacheFrameBuffer: creating new FBO
Renderer::cacheFrameBuffer: framebuffer complete
Renderer::cacheShader: building shader null_vert.glsl, bloom_horiz.glsl
Renderer::cacheFrameBuffer: creating new FBO
Renderer::cacheFrameBuffer: framebuffer complete
Renderer::cacheShader: building shader fullscreen_vert.glsl, fullscreen_frag.glsl
Renderer::cacheShader: building shader screen_thing_vert.glsl, screen_thing_frag.glsl
Renderer::cacheShader: building shader screen_thing_vert.glsl, text_frag.glsl
