Prism pipeline init order: es2 sw Using java-based Pisces rasterizer Using dirty region optimizations Not using texture mask for primitives Not forcing power of 2 sizes for textures Using hardware CLAMP_TO_ZERO mode Opting in for HiDPI pixel scaling Prism pipeline name = com.sun.prism.es2.ES2Pipeline Loading ES2 native library ... prism_es2 succeeded. GLFactory using com.sun.prism.es2.X11GLFactory (X) Got class = class com.sun.prism.es2.ES2Pipeline Initialized prism pipeline: com.sun.prism.es2.ES2Pipeline Maximum supported texture size: 16384 Maximum texture size clamped to 4096 Non power of two texture support = true Maximum number of vertex attributes = 16 Maximum number of uniform vertex components = 4096 Maximum number of uniform fragment components = 4096 Maximum number of varying components = 124 Maximum number of texture units usable in a vertex shader = 32 Maximum number of texture units usable in a fragment shader = 32 Graphics Vendor: NVIDIA Corporation Renderer: Quadro K5200/PCIe/SSE2 Version: 4.5.0 NVIDIA 384.69 vsync: true vpipe: true ES2ResourceFactory: Prism - createStockShader: FillPgram_Color.frag new alphas ES2ResourceFactory: Prism - createStockShader: Texture_Color.frag ES2ResourceFactory: Prism - createStockShader: Texture_LinearGradient_PAD.frag ES2ResourceFactory: Prism - createStockShader: Solid_TextureRGB.frag ES2ResourceFactory: Prism - createStockShader: Mask_TextureSuper.frag PPSRenderer: scenario.effect - createShader: LinearConvolveShadow_28 ES2ResourceFactory: Prism - createStockShader: Solid_Color.frag QuantumRenderer: shutdown