StepMania5.3-git-a7f5b4623d Compiled 20201007 @ 01:05:12 (build a7f5b4623d) Log starting 2020-10-07 20:09:20 Loading window: sdl Windows 10 OutFox Engine - Memory Detected: 16316MB Installed, (11780MB Available), 18748MB Swap Memory (12386MB Swap available) Video driver: NVIDIA GeForce GTX 1050 Ti [NVIDIA] 26.21.14.3200, 7-24-2019 [pci\ven_10de&dev_1c82] Drive: " ST2000DM006-2DM1CC26" Driver: storahci DMA: N/A Drive: "Samsung SSD 850 EVO 250GEMT0" Driver: storahci DMA: N/A Sound device 0: Lautsprecher (SB 5.1 VX), 10.0, MID 1, PID 100 Sound device 1: EPSON PJ (NVIDIA High Definitio, 10.0, MID 1, PID 100 Sound device 2: Realtek Digital Output (Realtek, 10.0, MID 1, PID 100 WaveOut software mixing at 44100 hz Sound driver: WaveOut Lights driver: SystemMessage Lights driver: Export Video renderers: 'glad,opengl,gles2' Graphics Manager: OpenGL Vendor: NVIDIA Corporation Graphics Manager: OpenGL Renderer: GeForce GTX 1050 Ti/PCIe/SSE2 Graphics Manager: OpenGL Version: 4.6.0 NVIDIA 432.00 Graphics Manager: OpenGL Max texture size: 32768 Graphics Manager: OpenGL Texture units: 4 Graphics Manager: OpenGL Extensions: GL_AMD: multi_draw_indirect, seamless_cubemap_per_texture, vertex_shader_layer, vertex_shader_viewport_index GL_ARB: ES2_compatibility, ES3_1_compatibility, ES3_2_compatibility, ES3_compatibility, arrays_of_arrays, base_instance, bindless_texture, blend_func_extended, buffer_storage, clear_buffer_object, clear_texture, clip_control, color_buffer_float, compatibility, compressed_texture_pixel_storage, compute_shader, compute_variable_group_size, conditional_render_inverted, conservative_depth, copy_buffer, copy_image, cull_distance, debug_output, depth_buffer_float, depth_clamp, depth_texture, derivative_control, direct_state_access, draw_buffers, draw_buffers_blend, draw_elements_base_vertex, draw_indirect, draw_instanced, enhanced_layouts, explicit_attrib_location, explicit_uniform_location, fragment_coord_conventions, fragment_layer_viewport, fragment_program, fragment_program_shadow, fragment_shader, fragment_shader_interlock, framebuffer_no_attachments, framebuffer_object, framebuffer_sRGB, geometry_shader4, get_program_binary, get_texture_sub_image, gl_spirv, gpu_shader5, gpu_shader_fp64, gpu_shader_int64, half_float_pixel, half_float_vertex, imaging, indirect_parameters, instanced_arrays, internalformat_query, internalformat_query2, invalidate_subdata, map_buffer_alignment, map_buffer_range, multi_bind, multi_draw_indirect, multisample, multitexture, occlusion_query, occlusion_query2, parallel_shader_compile, pipeline_statistics_query, pixel_buffer_object, point_parameters, point_sprite, polygon_offset_clamp, post_depth_coverage, program_interface_query, provoking_vertex, query_buffer_object, robust_buffer_access_behavior, robustness, sample_locations, sample_shading, sampler_objects, seamless_cube_map, seamless_cubemap_per_texture, separate_shader_objects, shader_atomic_counter_ops, shader_atomic_counters, shader_ballot, shader_bit_encoding, shader_clock, shader_draw_parameters, shader_group_vote, shader_image_load_store, shader_image_size, shader_objects, shader_precision, shader_storage_buffer_object, shader_subroutine, shader_texture_image_samples, shader_texture_lod, shader_viewport_layer_array, shading_language_100, shading_language_420pack, shading_language_include, shading_language_packing, shadow, sparse_buffer, sparse_texture, sparse_texture2, sparse_texture_clamp, spirv_extensions, stencil_texturing, sync, tessellation_shader, texture_barrier, texture_border_clamp, texture_buffer_object, texture_buffer_object_rgb32, texture_buffer_range, texture_compression, texture_compression_bptc, texture_compression_rgtc, texture_cube_map, texture_cube_map_array, texture_env_add, texture_env_combine, texture_env_crossbar, texture_env_dot3, texture_filter_anisotropic, texture_filter_minmax, texture_float, texture_gather, texture_mirror_clamp_to_edge, texture_mirrored_repeat, texture_multisample, texture_non_power_of_two, texture_query_levels, texture_query_lod, texture_rectangle, texture_rg, texture_rgb10_a2ui, texture_stencil8, texture_storage, texture_storage_multisample, texture_swizzle, texture_view, timer_query, transform_feedback2, transform_feedback3, transform_feedback_instanced, transform_feedback_overflow_query, transpose_matrix, uniform_buffer_object, vertex_array_bgra, vertex_array_object, vertex_attrib_64bit, vertex_attrib_binding, vertex_buffer_object, vertex_program, vertex_shader, vertex_type_10f_11f_11f_rev, vertex_type_2_10_10_10_rev, viewport_array, window_pos GL_ATI: draw_buffers, texture_float, texture_mirror_once GL_EXTX_framebuffer_mixed_formats GL_EXT: Cg_shader, abgr, bgra, bindable_uniform, blend_color, blend_equation_separate, blend_func_separate, blend_minmax, blend_subtract, compiled_vertex_array, depth_bounds_test, direct_state_access, draw_buffers2, draw_instanced, draw_range_elements, fog_coord, framebuffer_blit, framebuffer_multisample, framebuffer_multisample_blit_scaled, framebuffer_object, framebuffer_sRGB, geometry_shader4, gpu_program_parameters, gpu_shader4, import_sync_object, memory_object, memory_object_win32, multi_draw_arrays, packed_depth_stencil, packed_float, packed_pixels, pixel_buffer_object, point_parameters, polygon_offset_clamp, post_depth_coverage, provoking_vertex, raster_multisample, rescale_normal, secondary_color, semaphore, semaphore_win32, separate_shader_objects, separate_specular_color, shader_image_load_formatted, shader_image_load_store, shader_integer_mix, shadow_funcs, sparse_texture2, stencil_two_side, stencil_wrap, texture3D, texture_array, texture_buffer_object, texture_compression_dxt1, texture_compression_latc, texture_compression_rgtc, texture_compression_s3tc, texture_cube_map, texture_edge_clamp, texture_env_add, texture_env_combine, texture_env_dot3, texture_filter_anisotropic, texture_filter_minmax, texture_integer, texture_lod, texture_lod_bias, texture_mirror_clamp, texture_object, texture_sRGB, texture_sRGB_R8, texture_sRGB_decode, texture_shared_exponent, texture_storage, texture_swizzle, timer_query, transform_feedback2, vertex_array, vertex_array_bgra, vertex_attrib_64bit, win32_keyed_mutex, window_rectangles GL_IBM: rasterpos_clip, texture_mirrored_repeat GL_KHR: blend_equation_advanced, blend_equation_advanced_coherent, context_flush_control, debug, no_error, parallel_shader_compile, robust_buffer_access_behavior, robustness GL_KTX_buffer_region GL_NVX: blend_equation_advanced_multi_draw_buffers, conditional_render, gpu_memory_info, multigpu_info, nvenc_interop GL_NV: ES1_1_compatibility, ES3_1_compatibility, alpha_to_coverage_dither_control, bindless_multi_draw_indirect, bindless_multi_draw_indirect_count, bindless_texture, blend_equation_advanced, blend_equation_advanced_coherent, blend_minmax_factor, blend_square, clip_space_w_scaling, command_list, compute_program5, conditional_render, conservative_raster, conservative_raster_dilate, conservative_raster_pre_snap_triangles, copy_depth_to_color, copy_image, depth_buffer_float, depth_clamp, draw_texture, draw_vulkan_image, explicit_multisample, feature_query, fence, fill_rectangle, float_buffer, fog_distance, fragment_coverage_to_color, fragment_program, fragment_program2, fragment_program_option, fragment_shader_interlock, framebuffer_mixed_samples, framebuffer_multisample_coverage, geometry_shader4, geometry_shader_passthrough, gpu_program4, gpu_program4_1, gpu_program5, gpu_program5_mem_extended, gpu_program_fp64, gpu_shader5, half_float, internalformat_sample_query, light_max_exponent, memory_attachment, multisample_coverage, multisample_filter_hint, occlusion_query, packed_depth_stencil, parameter_buffer_object, parameter_buffer_object2, path_rendering, path_rendering_shared_edge, pixel_data_range, point_sprite, primitive_restart, query_resource, query_resource_tag, register_combiners, register_combiners2, sample_locations, sample_mask_override_coverage, shader_atomic_counters, shader_atomic_float, shader_atomic_float64, shader_atomic_fp16_vector, shader_atomic_int64, shader_buffer_load, shader_storage_buffer_object, shader_thread_group, shader_thread_shuffle, stereo_view_rendering, texgen_reflection, texture_barrier, texture_compression_vtc, texture_env_combine4, texture_multisample, texture_rectangle, texture_rectangle_compressed, texture_shader, texture_shader2, texture_shader3, transform_feedback, transform_feedback2, uniform_buffer_unified_memory, vertex_array_range, vertex_array_range2, vertex_attrib_integer_64bit, vertex_buffer_unified_memory, vertex_program, vertex_program1_1, vertex_program2, vertex_program2_option, vertex_program3, viewport_array2, viewport_swizzle GL_OVR: multiview, multiview2 GL_S3_s3tc GL_SGIS: generate_mipmap, texture_lod GL_SGIX: depth_texture, shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GLAD Windowed 1920x1080 32 color 32 texture 60Hz Vsync SmoothLines 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If playing in edit mode doesn't work, this might be related.