Deployement failed on Mac cos of Shader (?)

Hello,



i have tried my app on a mac and i get this error :



the game used to function until u started using multitextures materials in the material editor

Code:
warning CollisionDispatcher.needsCollision: static-static collision! May 12, 2012 6:39:14 PM com.jme3.app.Application handleError SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main] com.jme3.renderer.RendererException: compile error in:ShaderSource[name=Common/MatDefs/Light/Lighting.frag, defines, type=Fragment] error:ERROR: 0:47: Call to undeclared function 'texture2DLod'
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderSourceData(LwjglRenderer.java:1034)
at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderData(LwjglRenderer.java:1072)
at com.jme3.renderer.lwjgl.LwjglRenderer.setShader(LwjglRenderer.java:1153)
at com.jme3.material.Material.renderMultipassLighting(Material.java:789)
at com.jme3.material.Material.render(Material.java:1016)
at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:656)
at com.jme3.renderer.queue.RenderQueue.renderGeometryList(RenderQueue.java:301)
at com.jme3.renderer.queue.RenderQueue.renderQueue(RenderQueue.java:357)
at com.jme3.renderer.RenderManager.renderViewPortQueues(RenderManager.java:893)
at com.jme3.renderer.RenderManager.flushQueue(RenderManager.java:849)
at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1125)
at com.jme3.renderer.RenderManager.render(RenderManager.java:1167)
at mygame.MyApplication.update(MyApplication.java:219)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:149)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:185)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:223)
at java.lang.Thread.run(Thread.java:680)</div>

What version? There was a stable update yesterday.

svn ?

This is due to parallax mapping normally, idk if “multitexture” (what exactly do you mean by that? texture arrays?) uses the broken texture2Dlod as well.

I have checked the dowload page, so i was wondering if i had to checout the trunk of jme

so can i make a checkout and just build it, then copy the libs in the jme platform install ?





i mean by multitexture , i was using the “Lighting” material def like this

Code:
Material HouseBump : Common/MatDefs/Light/Lighting.j3md { MaterialParameters { Shininess: 20.0 DiffuseMap: Textures/house.png SpecularMap: Textures/house_gloss.png UseMaterialColors : true Ambient : 0.5 0.5 0.5 1.0 Diffuse : 1.0 1.0 1.0 1.0 Specular : 1.0 1.0 1.0 1.0 NormalMap : Textures/house_norms.png ParallaxMap : Textures/house_parallax.png ParallaxHeight : 0.02 } AdditionalRenderState { } }

Yeah. Remove the parallax map, it is broken (the shader code uses a wrong import in the .frag file) and only works on some windows system because some drivers run anything that looks like a shader. @Momoko_Fan, @nehon, any chance we can get this fixed? Its the glsllib import in the frag file causing this (texture2Dlod cannot be used in a frag afaik).

@normen said:
because some drivers run anything that looks like a shader.


ha ha ha

ok sheers, anyway it was on 2 friends mac machine, i'll wait for an update