Thanks again @zanval very helpful and helped me to resolve that particular issue. I had been doing lots of updates last night before installing jME so I guess I got a little sudo happy and installed jME with sudo, realizing my mistake I uninstalled jME and then installed again without sudo, but after that I still needed to use sudo to run it.
It turns out that while running and/or installing jME with sudo it installed a couple of hidden folders in the /root directory. I uninstalled jME, deleted those hidden folders and also deleted the hidden folders created in my user directory then re-installed not using sudo and presto it’s working without the need of special permissions!
In addition to that I added the export force_s3tc_enable=true to my .bash_profile thinking maybe if I made it global rather than terminal session specific it would work and now it does work, jME prints out the following now:
ATTENTION: default value of option force_s3tc_enable overridden by environment.
ATTENTION: default value of option force_s3tc_enable overridden by environment.
I no longer receive errors regarding unsupported DXT1 formats! On the other hand I am now having a problem with one of my shaders that, again, worked under Windows, but not under Fedora… At least not yet:
SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
com.jme3.renderer.RendererException: compile error in:ShaderSource[name=Shaders/Shared/Animated_ScaleUV1.vert, defines, type=Vertex, language=GLSL100] error:0:16(64): error: could not implicitly convert operands to arithmetic operator
0:16(59): error: cannot construct `vec2’ from a non-numeric data type
0:16(13): error: operands to arithmetic operators must be numeric
The line in question here being:
texCoord = (inTexCoord * vec2(m_uvScaleX, m_uvScaleY)) + vec2(m_uvScaleX * m_frameX, m_uvScaleY * m_frameY);
the two uvScales are floats while the two frame variables are ints. :chimpanzee_nogood:
Here’s the whole vertex shader, pretty straightforward:
uniform mat4 g_WorldViewProjectionMatrix;
attribute vec3 inPosition;
attribute vec2 inTexCoord;
//frame size in percentage of texture
uniform float m_uvScaleX;
uniform float m_uvScaleY;
//current frame position
uniform int m_frameX;
uniform int m_frameY;
varying vec2 texCoord;
void main() {
texCoord = (inTexCoord * vec2(m_uvScaleX, m_uvScaleY)) + vec2(m_uvScaleX * m_frameX, m_uvScaleY * m_frameY);
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
}