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Roll20 Lagging beyond reason.

If it loads for me at all, it lags to the point where it is unplayable, that being said, is there a fix for this? I was able to determine through some google searching that it may have something to do with hangouts, but beyond that many of the links I found to resolve the matter refused to load in both chrome and firefox.
1389926368
Gid
Roll20 Team
Have you checked to see if every campaign you create or join is unable to load? Or is it due to one campaign in specific?
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Edited 1389926517
It is indeed every campaign, I have restarted my device, cleared my cookies, but the problem persists in both chrome and firebox.
1389926928
Gid
Roll20 Team
Could you supply us your <a href="http://supportdetails.com/" rel="nofollow">http://supportdetails.com/</a> (sans your IP address), Autumn?
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Edited 1389931440
Sorry, I may have no understood, I was distracted, the IP is [deleted]
1389931489
Gid
Roll20 Team
What I really need is a C&P of the stats that are listed when you go to that site (everything except your IP address, I don't actually need that.)
I sent the report, but its not allowing me to export, keeps telling me there is a fatal error
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Edited 1389934506
Gid
Roll20 Team
No worries about trying to export a file. All you need to do is copy the text you see when you go to that site and paste it here in this thread.
Operating System Windows Windows 7 Screen Resolution 1440 x 900 Web Browser Chrome 32.0.1700.76 Browser Size 1440 x 813 Color Depth 24 bit Javascript Enabled Flash Version 12.0.-1 Cookies Enabled If this isn't the text you want, I'm sorry for being a bit dim, but its all that shows up when I head to the site, minus the IP address.
1389935791
Gid
Roll20 Team
That's what I needed, yup. Just to double check, have you gone through the steps listed on our wiki - <a href="https://wiki.roll20.net/Solving_Technical_Issues" rel="nofollow">https://wiki.roll20.net/Solving_Technical_Issues</a> Often the biggest culprit for Roll20 problems are extensions or addons, so double check that's not causing you issues. The last element on that wiki page describes how to provide a console log. The next time you're fighting with getting a campaign to load, bring up your console log and see if you got any errors cropping up. If anything does, copy it and paste it here.
Yes, I have followed that, double checked, turned off all of my extensions one by one and then turned them back on, the lag persisted, I restarted my device, the browser and cleared my cache, the lag won't go away, moving my token or rolling dice is an agonizing wait.
1389936999
Gid
Roll20 Team
Did you check your console log for errors?
Failed to load resource: the server responded with a status of 403 (Forbidden) is the only error I can find. The errors are over another players token.
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Edited 1389942050
Gauss
Forum Champion
Autumn, please have your GM send me a join link so I can take a look.
I can send you the link to my own campaign, which this still happens in if you like.
1389946087
Gauss
Forum Champion
Ok :)
1389954013
Gauss
Forum Champion
Ok, so checking out your campaign it appears the campaign itself is fine. The size is ~30MB which should be fine. Just an idea but, when the lag hits could you check your task manager to see what the Processes tab has to say about the instance of Chrome that is open. Specifically, the CPU and Memory.
Its constant though, I try to move a token or roll dice and I physically see the lag, the token will stutter and spaz, grinding along to the location I want for it. It doesn't come in spikes or waves. I guess I'll have to hope it goes away on its own.
1389961116
Gauss
Forum Champion
Does this happen in a campaign with no images other than a single token?
I think basically at this point, as Gauss has pointed out, we are trying to figure out if this is a campaign-level issue (e.g. you're in a campaign with a lot of stuff going on) or if it's a computer-level issue (e.g. something with Roll20 in general isn't working with your computer). If you could just make a campaign yourself without anything in it and add a single token using the Art Search tab and see if it's still extremely slow, that will help us narrow it down. Also it would be good to know a little about your computer in general. Is it a desktop PC? How old is it? Does it have a dedicated graphics card or does it use the built-in Intel HD graphics? Etc. Thanks!
Desktop PC, hand build. It is less than a year old, I run a 660ti Nvidia gfx with 8 gigs of ram. I created a brand new campaign, I put a single token down on the field and it still lagged. The source says there are no errors, but there are 20 warnings. I know the issue has yet to be resolved, but you guys are amazing with all of your help, I just hope we can narrow down the problem.
1389993392
Gid
Roll20 Team
Are those warnings you're getting more of that "Failed to load resource: the server responded with a status of 403 (Forbidden)" error message that you were getting earlier or is it something different? If it's different, couldn't hurt to share what you're seeing there too.
These are WebGL: INVALID_OPERATION: getAttribLocation: program not linked 8WebGL: INVALID_OPERATION: getUniformLocation: program not linked event.returnValue is deprecated. Please use the standard event.preventDefault() instead. I do not believe this is the same warning or error from last night.
Oh, interesting. Well that would certainly explain it. I wonder why that issue is happening, though. Hrm. I'll try and tackle this further on Saturday night (my next work night). Sorry for the delay.
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Edited 1389999052
Riley D.
Roll20 Team
Actually, try this. After the game loads, your URL in your browser will be something like " <a href="https://app.roll20.net/editor" rel="nofollow">https://app.roll20.net/editor</a> ". Change it to " <a href="https://app.roll20.net/editor/?webgldisabled=true" rel="nofollow">https://app.roll20.net/editor/?webgldisabled=true</a> " and press Enter. It will reload the game but it won't try to use WebGL. See if that makes a difference. My guess is it will fix it. That's not a long-term fix, though, as you're just not using WebGL at that piont which means some things aren't fully optimized. But your computer can probably get by fine with software rendering until I figure out the issue.
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Edited 1390005066
The link change sadly had no effect on the lag I have. I won't be having game until Sunday at 3pm PST so that gives us time to figure this out. Log of the problem The only thing I can think of is to give you a full log of the errors and warnings, which, had I been thinking clearly, should have been done much earlier.
The fact that this line is showing up in your log: USING WEBGL ACCELERATION... app.js?1389999192:22 Means that for some reason the disable flag didn't work. You might try clearing your cache since I pushed out new code (should be unnecessary, but doesn't hurt to give it a shot). Oh, I see, it looks like I gave you the wrong link, sorry about that. It should be: <a href="https://app.roll20.net/editor/?disablewebgl=true" rel="nofollow">https://app.roll20.net/editor/?disablewebgl=true</a>
I cleared my cache again, but it still did not improve the quality of the response time, however, the second link you provided did, so I will probably have to do that for a while.
Immediate Development: The lag no longer occurs in Firefox, so the problem may be an issue with the new chrome and roll20
I just wanted to post my experiences in here as well since the topic already exists. As of a few days ago I suddenly started experiencing a lot of stuttering when panning the map. An issue I had not previously experienced. This is while running the table in Chrome. If I load it up in IE it runs just fine. I have disabled my extensions (I have only a few) for all of Roll20 and I still experience this issue. I've gone through the troubleshooting steps in Solving Technical Issues page, as well as my own troubleshooting steps and I can't resolve the issue. Up until a few days ago it was running fine and smooth. Windows 7 64bit 8gb RAM AMD Phenom II X6 Black nVidia GeForce GTX 470
Did you try the "disablewebgl=true" flag? Did that help?
Map was working for our group of 8 Saturday night and then all but stopped in the middle of the game. Migrated all objects to a clipped version of the map and lag was still several minutes, which makes it unusable. Macs and PCs using Chrome and ipads using Safari from Northern VA with two across the country in Seattle. Figured west coast Saturday night games got started and that was all she wrote.
I did try the that flag last night and it didn't make any perceivable difference. I am on my work computer right now and just tested it in the latest Chrome (Version 32.0.1700.76 m) and my game appears to run smoothly. PC Specs for this computer: Windows 7 64bit 8gb RAM Intel Core2 Duo E8400 (3GHz) Intel integrated onboard video.
1390316848
Gid
Roll20 Team
Ravi, Keii, did you follow all of the steps in <a href="https://wiki.roll20.net/Solving_Technical_Issues" rel="nofollow">https://wiki.roll20.net/Solving_Technical_Issues</a> already (I noticed you disabled your extensions, but I wanted to cover all bases)? Do you see anything of note in the console log when your game starts to lag? If so, could you post it, please.
Ravi said: Map was working for our group of 8 Saturday night and then all but stopped in the middle of the game. Migrated all objects to a clipped version of the map and lag was still several minutes, which makes it unusable. Macs and PCs using Chrome and ipads using Safari from Northern VA with two across the country in Seattle. Figured west coast Saturday night games got started and that was all she wrote. Are you talking about graphical lag or network lag? Graphical lag would be where as your panning around the screen, things are really jerky. Sort of like a movie skipping. Network lag would be where you move a piece and then it takes a long time (30+ seconds) for it to move on someone else's screen.
Kristin, I did follow the steps but I'll take another look when I get home. The graphical lag starts immediately upon loading and happens on every map, even blank ones. This happens only on my home computer and not on my work computer. I will also try it out on my tablet when I get home. Thanks for your support.
Just wanted to report after some additional testing Using the correct Disable WebGL link, I noticed an improvement in graphical performance, however it's still slightly lower than I am both used to and should be experiencing. Additionally I tested the client on both my Android phone and tablet (with and without disabled WebGL) and it was also slow, but I chalk that up to the device. Again, I just started experiencing this issue a few days to a week ago at most. It definitely wasn't like this for my last game on the 11th.
One more update. I tried loading a friend's campaign that I was a part of and I get the same sort of slowness. Here is the pastebin to the console log for my own campaign. <a href="http://pastebin.com/U38u7eTF" rel="nofollow">http://pastebin.com/U38u7eTF</a>
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Edited 1390357902
Gauss
Forum Champion
Out of curiousity, has anyone rolled a massive amount of dice (like, 100+)?
I rolled several sets of 10. Probably more than 100 total. But I cleared the chat log since then.
1390362042
Gauss
Forum Champion
Ok, sometimes a large amount of dice will cause lag. How about I take a look at the campaign just to make sure it isn't a campaign level issue? Please send me a join link.
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Edited 1390364551
I do not mean to intrude but I am also experiencing significant amounts of graphical lag using the latest (32.X) Chrome and Chrome Beta. Rolling even a single dice is a painful experience and chugs at about 1-5 frames per second. This occurs when I am by myself in DM mode or Player mode. I'm attempting to create a campaign but noticed the interface is very laggy, which prompted me to try rolling some 3D dice to test... My desktop: Operating System: Windows Windows 7 Screen Resolution: 1920 x 1080 Web Browser: Chrome 33.0.1750.29 Browser Size: 1920 x 955 Color Depth: 24 bit Javascript: Enabled Flash Version: 12.0.-1 Cookies: Enabled Specs: Intel Core2 Quad Q9400 5GB RAM GTX 465 I've disabled all extensions, cleared the cache, etc from the troubleshooting page. The problem does not occur in Firefox 26.0 so I will just use Firefox for now. Oddly enough my i3 M370 laptop with 4GB of memory is pretty smooth with the same version of Chrome Beta. It does have a lower res (1366x768). Console log from Chrome on desktop with slow interface/rolling. ------------------------------------ Consider using 'dppx' units instead of 'dpi', as in CSS 'dpi' means dots-per-CSS-inch, not dots-per-physical-inch, so does not correspond to the actual 'dpi' of a screen. In media query expression: only screen and (-webkit-min-device-pixel-ratio: 2), not all, not all, not all, only screen and (min-resolution: 192dpi), only screen and (min-resolution: 2dppx) TB.setLogLevel(5) TB.min.js:32 TB.setLogLevel(5) TB.min.js:32 OpenTok JavaScript library v2.0.16 TB.min.js:32 Release notes: <a href="http://www.tokbox.com/opentok/webrtc/docs/js/release-notes.html" rel="nofollow">http://www.tokbox.com/opentok/webrtc/docs/js/release-notes.html</a> TB.min.js:32 Known issues: <a href="http://www.tokbox.com/opentok/webrtc/docs/js/release-notes.html#knownIssues" rel="nofollow">http://www.tokbox.com/opentok/webrtc/docs/js/release-notes.html#knownIssues</a> TB.min.js:32 TB.setLogLevel(5) TB.min.js:32 70 app.js?1390231682:21 TOUCH SUPPORTED: false app.js?1390231682:22 USING WEBGL ACCELERATION... app.js?1390231682:22 Switch mode to select app.js?1390231682:17 Initializing new dice engine with ranomness... app.js?1390231682:31 Using random entropy app.js?1390231682:31 window resize app.js?1390231682:33 UPDATE GL SIZE! app.js?1390231682:22 tuts loaded tutorial_tips.js:7 event.returnValue is deprecated. Please use the standard event.preventDefault() instead. Final page load. app.js?1390231682:27 Scan for new plays! app.js?1390231682:27 Auth'ed. app.js?1390231682:27 Go post auth! app.js?1390231682:27 initial setup app.js?1390231682:27 Got players value... app.js?1390231682:27 joining game... app.js?1390231682:27 Player -JDqn83d9dzLpMdoX0z0 is offline... app.js?1390231682:26 THREE.WebGLRenderer 49 app.js?1390231682:10 2WebGL: INVALID_OPERATION: getAttribLocation: program not linked (index):1 8WebGL: INVALID_OPERATION: getUniformLocation: program not linked (index):1 Full load page! app.js?1390231682:25 We have 1 pages app.js?1390231682:27 Deferred finish joining... app.js?1390231682:27 Firebase Online app.js?1390231682:21 refershing page listings! app.js?1390231682:29 handle page changes app.js?1390231682:27 false app.js?1390231682:27 refershing page listings! app.js?1390231682:29 init active page! app.js?1390231682:27 activate page! app.js?1390231682:25 Graphics: 0 app.js?1390231682:25 Paths: 0 app.js?1390231682:25 refershing page listings! app.js?1390231682:29 Reorder by ZORDER app.js?1390231682:25 initiatlizing video chat app.js?1390231682:32 Connecting to WebRTC app.js?1390231682:32 Connected to session app.js?1390231682:32 window resize app.js?1390231682:33 UPDATE GL SIZE! app.js?1390231682:22 autograv app.js?1390231682:33 Finished after going 2 levels deep. app.js?1390231682:31 Roll d6 app.js?1390231682:34 executing group roll! app.js?1390231682:34 creating scene! app.js?1390231682:34 renderer already added app.js?1390231682:34 done with mesh! app.js?1390231682:34 heard external roll! app.js?1390231682:34 Already rendering, can't show dice roll! app.js?1390231682:34 shape is ready app.js?1390231682:34 dice is now at rest. app.js?1390231682:34 returned all current rolls app.js?1390231682:34 all done! cleanup! app.js?1390231682:34 Terminate worker! app.js?1390231682:34
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Edited 1390369944
Gauss
Forum Champion
Patrick, please send me a join link to your campaign and I will come take a look. Also, please check out this post and try what Riley suggested: <a href="https://app.roll20.net/forum/post/585351/roll20-lagging-beyond-reason#post-587430" rel="nofollow">https://app.roll20.net/forum/post/585351/roll20-lagging-beyond-reason#post-587430</a>
No, rolling 1 dice was horrible, I can't imagine the terror or lag thereof if I were to roll more...the problem still persists, but the disable link from before helps reduce the strain.
To be honest, I literally starting using roll20 yesterday so I'm not too fluent with the interface yet. Also, the campaign is literally blank. I can start a new, blank campaign and the problem will be present. I have even opened the blank campaign in two different browsers simultaneously - the rolls in Chrome will render at half or significantly less the frame rate of the rolls in Firefox. Do you still want an invite? If so I'll look up how to do so. This is the log using the disable webGL flag link to the editor. The interface and rolls are still laggy in Chrome. Consider using 'dppx' units instead of 'dpi', as in CSS 'dpi' means dots-per-CSS-inch, not dots-per-physical-inch, so does not correspond to the actual 'dpi' of a screen. In media query expression: only screen and (-webkit-min-device-pixel-ratio: 2), not all, not all, not all, only screen and (min-resolution: 192dpi), only screen and (min-resolution: 2dppx) TB.setLogLevel(5) TB.min.js:32 TB.setLogLevel(5) TB.min.js:32 OpenTok JavaScript library v2.0.16 TB.min.js:32 Release notes: <a href="http://www.tokbox.com/opentok/webrtc/docs/js/release-notes.html" rel="nofollow">http://www.tokbox.com/opentok/webrtc/docs/js/release-notes.html</a> TB.min.js:32 Known issues: <a href="http://www.tokbox.com/opentok/webrtc/docs/js/release-notes.html#knownIssues" rel="nofollow">http://www.tokbox.com/opentok/webrtc/docs/js/release-notes.html#knownIssues</a> TB.min.js:32 TB.setLogLevel(5) TB.min.js:32 70 app.js?1390231682:21 TOUCH SUPPORTED: false app.js?1390231682:22 Switch mode to select app.js?1390231682:17 Initializing new dice engine with ranomness... app.js?1390231682:31 Using random entropy app.js?1390231682:31 window resize app.js?1390231682:33 tuts loaded tutorial_tips.js:7 event.returnValue is deprecated. Please use the standard event.preventDefault() instead. Final page load. app.js?1390231682:27 Scan for new plays! app.js?1390231682:27 window resize app.js?1390231682:33 Auth'ed. app.js?1390231682:27 Go post auth! app.js?1390231682:27 initial setup app.js?1390231682:27 Got players value... app.js?1390231682:27 joining game... app.js?1390231682:27 Full load page! app.js?1390231682:25 We have 1 pages app.js?1390231682:27 Player -JDuC49QrJCUkN2kDrxd is offline... app.js?1390231682:26 Deferred finish joining... app.js?1390231682:27 Firebase Online app.js?1390231682:21 handle page changes app.js?1390231682:27 false app.js?1390231682:27 refershing page listings! app.js?1390231682:29 init active page! app.js?1390231682:27 activate page! app.js?1390231682:25 Graphics: 0 app.js?1390231682:25 Paths: 0 app.js?1390231682:25 Reorder by ZORDER app.js?1390231682:25 refershing page listings! app.js?1390231682:29 initiatlizing video chat app.js?1390231682:32 Connecting to WebRTC app.js?1390231682:32 Connected to session app.js?1390231682:32 THREE.WebGLRenderer 49 app.js?1390231682:10 WebGL: INVALID_OPERATION: getAttribLocation: program not linked app.js?1390231682:15 WebGL: INVALID_OPERATION: getAttribLocation: program not linked app.js?1390231682:15 WebGL: INVALID_OPERATION: getUniformLocation: program not linked app.js?1390231682:15 WebGL: INVALID_OPERATION: getUniformLocation: program not linked app.js?1390231682:15 WebGL: INVALID_OPERATION: getUniformLocation: program not linked app.js?1390231682:15 WebGL: INVALID_OPERATION: getUniformLocation: program not linked app.js?1390231682:15 WebGL: INVALID_OPERATION: getUniformLocation: program not linked app.js?1390231682:15 WebGL: INVALID_OPERATION: getUniformLocation: program not linked app.js?1390231682:15 WebGL: INVALID_OPERATION: getUniformLocation: program not linked app.js?1390231682:15 WebGL: INVALID_OPERATION: getUniformLocation: program not linked app.js?1390231682:15 Finished after going 2 levels deep. app.js?1390231682:31 Roll d4 app.js?1390231682:34 executing group roll! app.js?1390231682:34 creating scene! app.js?1390231682:34 renderer already added app.js?1390231682:34 done with mesh! app.js?1390231682:34 heard external roll! app.js?1390231682:34 Already rendering, can't show dice roll! app.js?1390231682:34 shape is ready app.js?1390231682:34 dice is now at rest. app.js?1390231682:34 returned all current rolls app.js?1390231682:34 Alerting! app.js?1390231682:32 all done! cleanup! app.js?1390231682:34 Terminate worker! app.js?1390231682:34
@Patrick: When you say the "entire interface is laggy" -- do you mean specifically when you pan around the tabletop or move a piece around, or is the rest of the interface (e.g. opening up a journal tab and scrolling, scrolling through the chat log, etc.) also very laggy? The 3D Dice use WebGL, so I wouldn't expect them to work well if you're experiencing issues with WebGL. However, with WebGL turned off I would expect that the interface other than the 3D dice should work fine, especially in a new/blank campaign.
Autumn said: No, rolling 1 dice was horrible, I can't imagine the terror or lag thereof if I were to roll more...the problem still persists, but the disable link from before helps reduce the strain. Rolling 1 dice with 3D Dice, you mean? Or just in the text chat?
Gauss said: Ok, sometimes a large amount of dice will cause lag. How about I take a look at the campaign just to make sure it isn't a campaign level issue? Please send me a join link. I sent a private message with the join link. For reference, I do not use virtual dice because of the issue in the past with it crashing the client. So when I said I rolled several sets of 10, I did so without the virtual dice enabled.
Good catch! Scrolling though the chat, drawing, opening the panels is not laggy with the diablewebgl flag. Panning and rolling dice still falls behind Firefox's performance considerably. With WebGL enabled, drawing, moving tokens,and panning all show a noticeable delay that is not present on Firefox (or my laptop). Unless the problem manifests on my player's side or on Firefox on my laptop, I am content using Firefox for now as a workaround.
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Edited 1390408473
Riley D.
Roll20 Team
Since most of you seem to be having this trouble in Chrome, I'm wondering if you could do me a favor and open (just type it in the URL bar like a website address): chrome://gpu/ In your browser. That should give you an output like the one below: Graphics Feature Status Canvas: Hardware accelerated 3D CSS: Hardware accelerated Compositing: Hardware accelerated on all pages and threaded CSS Animation: Accelerated and threaded Flash 3D: Hardware accelerated Flash Stage3D: Hardware accelerated Flash Stage3D Baseline profile: Hardware accelerated WebGL multisampling: Hardware accelerated Texture Sharing: Hardware accelerated Video: Hardware accelerated Video Decode: Software only, hardware acceleration unavailable WebGL: Hardware accelerated Problems Detected 137247 , 133828 Driver Bug Workarounds clear_alpha_in_readpixels disable_multimonitor_multisampling needs_offscreen_buffer_workaround set_texture_filter_before_generating_mipmap unfold_short_circuit_as_ternary_operation use_current_program_after_successful_link validate_multisample_buffer_allocation Version Information Data exported 1/22/2014 10:32:56 AM Chrome version Chrome/32.0.1700.77 Operating system Mac OS X 10.9.1 Software rendering list version 6.18 Driver bug list version 2.26 ANGLE revision 2449 2D graphics backend Skia Driver Information Initialization time 13 Sandboxed false GPU0 VENDOR = 0x10de, DEVICE= 0x1184 Optimus false AMD switchable false Driver vendor Driver version 8.18.22 310.40.05f01 Driver date Pixel shader version 1.20 Vertex shader version 1.20 Machine model MacPro 3.1 GL version 2.1 GL_VENDOR NVIDIA Corporation GL_RENDERER NVIDIA GeForce GTX 770 OpenGL Engine GL_VERSION 2.1 NVIDIA-8.18.22 310.40.05f01 GL_EXTENSIONS GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod Window system binding vendor Window system binding version Window system binding extensions Reset notification strategy 0x0000 If you could just copy+paste that in here or give me a screenshot of it, that would be super helpful and might give me some further insight. Thanks!