Hi guys,
I’m slowly learning Java, and i got a problem here. google didn’t helped… and the forum neither.
juin 19, 2013 10:55:13 AM com.jme3.system.JmeDesktopSystem initialize INFO: Running on jMonkeyEngine 3.0.0 Beta juin 19, 2013 10:55:13 AM com.jme3.system.Natives extractNativeLibs INFO: Extraction Directory: C:\Users\weblab\Documents\florian_test\florian_test5 juin 19, 2013 10:55:13 AM com.jme3.system.lwjgl.LwjglAbstractDisplay run INFO: Using LWJGL 2.8.4 juin 19, 2013 10:55:13 AM com.jme3.system.lwjgl.LwjglDisplay createContext INFO: Selected display mode: 640 x 480 x 0 @0Hz juin 19, 2013 10:55:13 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo INFO: Adapter: aticfx64 juin 19, 2013 10:55:13 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo INFO: Driver Version: 8.17.10.1036 juin 19, 2013 10:55:13 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo INFO: Vendor: ATI Technologies Inc. juin 19, 2013 10:55:13 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo INFO: OpenGL Version: 4.0.10061 Compatibility Profile Context juin 19, 2013 10:55:13 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo INFO: Renderer: ATI Radeon HD 5670 juin 19, 2013 10:55:13 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo INFO: GLSL Ver: 4.00 juin 19, 2013 10:55:13 AM com.jme3.system.lwjgl.LwjglTimer <init> INFO: Timer resolution: 1 000 ticks per second juin 19, 2013 10:55:13 AM com.jme3.renderer.lwjgl.LwjglRenderer initialize INFO: Caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, ARBprogram, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, TextureCompressionLATC, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer] juin 19, 2013 10:55:13 AM com.jme3.asset.AssetConfig loadText WARNING: Cannot find loader com.jme3.scene.plugins.blender.BlenderModelLoader juin 19, 2013 10:55:13 AM com.jme3.asset.DesktopAssetManager <init> INFO: DesktopAssetManager created. juin 19, 2013 10:55:13 AM com.jme3.renderer.Camera <init> INFO: Camera created (W: 640, H: 480) juin 19, 2013 10:55:13 AM com.jme3.renderer.Camera <init> INFO: Camera created (W: 640, H: 480) juin 19, 2013 10:55:13 AM com.jme3.input.lwjgl.LwjglMouseInput initialize INFO: Mouse created. juin 19, 2013 10:55:13 AM com.jme3.input.lwjgl.LwjglKeyInput initialize INFO: Keyboard created. juin 19, 2013 10:55:13 AM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread INFO: AudioRenderer supports 64 channels juin 19, 2013 10:55:13 AM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread INFO: Audio effect extension version: 1.0 juin 19, 2013 10:55:13 AM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread INFO: Audio max auxilary sends: 4 juin 19, 2013 10:55:13 AM com.jme3.material.MaterialDef <init> INFO: Loaded material definition: Unshaded juin 19, 2013 10:55:13 AM com.jme3.scene.Node attachChild INFO: Child (BitmapFont) attached to this node (null) juin 19, 2013 10:55:13 AM com.jme3.material.MaterialDef <init> INFO: Loaded material definition: Phong Lighting juin 19, 2013 10:55:13 AM com.jme3.app.Application handleError SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main] com.jme3.asset.AssetNotFoundException: Materials/material_corps.material (Flipped) (Mipmapped) at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:278) at com.jme3.asset.DesktopAssetManager.loadTexture(DesktopAssetManager.java:341) at com.jme3.asset.DesktopAssetManager.loadTexture(DesktopAssetManager.java:351) at mygame2.HelloAssets2.simpleInitApp(HelloAssets2.java:26) at com.jme3.app.SimpleApplication.initialize(SimpleApplication.java:225) at com.jme3.system.lwjgl.LwjglAbstractDisplay.initInThread(LwjglAbstractDisplay.java:130) at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:207) at java.lang.Thread.run(Thread.java:722)juin 19, 2013 10:55:13 AM com.jme3.renderer.lwjgl.LwjglRenderer cleanup
INFO: Deleting objects and invalidating state
juin 19, 2013 10:55:13 AM com.jme3.input.lwjgl.LwjglMouseInput destroy
INFO: Mouse destroyed.
juin 19, 2013 10:55:13 AM com.jme3.input.lwjgl.LwjglKeyInput destroy
INFO: Keyboard destroyed.
juin 19, 2013 10:55:13 AM com.jme3.system.lwjgl.LwjglAbstractDisplay deinitInThread
INFO: Display destroyed.
BUILD SUCCESSFUL (total time: 13 seconds) </quoteblock>Here’s my code. Made with the Hello Assets, i only changed to use my meshs/textures/materials
[java]package mygame2 ;
import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.texture.Texture;/** Sample 3 - how to load an OBJ model, and OgreXML model,
a material/texture, or text. */
public class HelloAssets2 extends SimpleApplication {public static void main(String args) {
HelloAssets2 app = new HelloAssets2();
app.start();
}@Override
public void simpleInitApp() {
Spatial corps = assetManager.loadModel(“Models/CORPS.j3o”);
corps.scale(0.5f, 0.5f, 0.5f);
corps.rotate(0.0f, 90.0f, 0.0f) ;
Material mat_corps = new Material(assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
Texture tex_ml = assetManager.loadTexture(“Materials/material_corps.material”);
mat_corps.setTexture(“ColorMap”, tex_ml);
corps.setMaterial(mat_corps) ;
rootNode.attachChild(corps);// Create a wall with a simple texture from test_data
Spatial teapot23 = assetManager.loadModel(“Models/Teapot.obj”);
teapot23.scale(0.05f, 0.05f, 0.05f);
Material mat_brick = new Material(
assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
mat_brick.setTexture(“ColorMap”,
assetManager.loadTexture(“Textures/BrickWall.jpg”));
teapot23.setMaterial(mat_brick);
teapot23.setLocalTranslation(2.0f,-2.5f,0.0f);
rootNode.attachChild(teapot23);// rootNode.attachChild("pivot"); // You must add a light to make the model visible DirectionalLight sun = new DirectionalLight(); sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f)); rootNode.addLight(sun);
}
}[/java]