Can't merge PBR branch to master branch

I can’t merge PBR branch to master branch without difficult conflicts. I can’t resolve these conflicts. :frowning: It need for my Editor.

Well you’ll have to wait… There is a big merge to do.

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Ok :smile:

gl fh =)

It should be ok now, just pull the PBR branch.
And please report any issue

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java.lang.UnsupportedOperationException: Unknown type of light: Probe
	at com.jme3.material.logic.SinglePassLightingLogic.updateLightListUniforms(SinglePassLightingLogic.java:189)
	at com.jme3.material.logic.SinglePassLightingLogic.render(SinglePassLightingLogic.java:212)
	at com.jme3.material.Technique.render(Technique.java:159)
	at com.jme3.material.Material.render(Material.java:994)
	at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:568)
	at com.jme3.renderer.queue.RenderQueue.renderGeometryList(RenderQueue.java:266)
	at com.jme3.renderer.queue.RenderQueue.renderQueue(RenderQueue.java:305)
	at com.jme3.renderer.RenderManager.renderViewPortQueues(RenderManager.java:831)
	at com.jme3.renderer.RenderManager.flushQueue(RenderManager.java:733)
	at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1058)
	at com.jme3.renderer.RenderManager.render(RenderManager.java:1106)
	at com.jme3.app.SimpleApplication.update(SimpleApplication.java:252)
	at com.ss.editor.Editor.update(Editor.java:358)
	at com.jme3.system.lwjgl.LwjglWindow.runLoop(LwjglWindow.java:367)
	at com.jme3.system.lwjgl.LwjglWindow.run(LwjglWindow.java:450)
	at java.lang.Thread.run(Thread.java:745)

Do you have your own pbr Shader?
Because you have to change the LightMode in the j3md has I did in the PBRLighting.j3md.
LightMode SinglePassAndImageBased

I had this exception when I loaded model without PBR shader, because I had a LightProbe in my scene.

You need to add removing LightProbe in LightList for SinglePassLightingLogic.

Nah… unknown light type should be ignored by the TechDefLogic instead of crashing

fixed it

in Technique PostShadow15,
VertexShader GLSL150: Common/MatDefs/Shadow/PostShadow15.vert and FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadow15.frag
, do not seem to exist anymore.

ha …right, I’ll fix that