Until recently the water and GLSL tests worked fine for me, but then they started crashing (at which time I also updated CVS, maybe it's related?), the log of QuadWaterTest is right below:
We really should run all the tests every night with a fresh checkout from CVS and log any errors and exceptions. It can't be done on a typical server for obvious reasons but someone might have a semi-good box which runs every night anyway?
True, but it happens that tests are broken by new check ins for good. Maybe not frequently enough (thankfully) that it would warrant running the tests daily though. Nevertheless, a way of going through all of them automatically instead of manually would be helpful IMHO.
some people seems to have problems with FBO stuff. some of them will probably be resolved when we get around to implement a fallback to pbuffers, but the main problem here at Jadestone has been that graphics cards erroneously report that they support fbo even if they don't.
can you try to update your gfx drivers and see if there's any difference?
I believe MrCoder is right; I ran some OpenGL tests and it reported inconsistency errors for my card. I have the latest drivers, could be a problem with my system…
TestBloom works for me on a Mac Pro, NVIDIA GeForce 7300 GT
TestBloom fails for me on a Macbook Pro, Radeon X1600.
I managed to suppress the failure on the Macbook by editing com.jme.renderer.lwjgl.LWJGLTextureRenderer checkFBOComplete(), removing the default exception. The effect still seemed to work.
All of these tests fail for me, although some just blackscreen and use processor cycles
java.lang.RuntimeException: Unexpected reply from glCheckFramebufferStatusEXT: 36061
at com.jme.renderer.lwjgl.LWJGLTextureRenderer.checkFBOComplete(LWJGLTextureRenderer.java:433)
at com.jme.renderer.lwjgl.LWJGLTextureRenderer.render(LWJGLTextureRenderer.java:303)
at com.jme.renderer.lwjgl.LWJGLTextureRenderer.render(LWJGLTextureRenderer.java:253)
at com.jmex.effects.glsl.BloomRenderPass.doRender(BloomRenderPass.java:285)
at com.jme.renderer.pass.Pass.renderPass(Pass.java:90)
at com.jme.renderer.pass.BasicPassManager.renderPasses(BasicPassManager.java:89)
at com.jme.app.SimplePassGame.render(SimplePassGame.java:81)
at com.jme.app.BaseGame.start(BaseGame.java:78)
at jmetest.effects.glsl.TestBloom.main(TestBloom.java:79)
Pbuffer fallback is already in. There was an issue with fbo and cards that do not support non-pow2 textures that I've just resolved in CVS. Please retest. We'll get this fixed up I'm sure, just need these kinds of test results. Thanks!