I get this when enabling the Vehicle points
in the debug menu : (first time to try it)
BTW, what does the vehicle points does ?, from the error, it’s apparent that it enables wireframe debugging for the car, isn’t it ?
Apr 20, 2021 6:44:51 PM com.jme3.renderer.opengl.GLRenderer updateShaderSourceData
WARNING: Bad compile of:
1 #version 110
2 #define SRGB 1
3 #define FRAGMENT_SHADER 1
4 #define MATERIAL_COLOR 1
5 #define POINT_SHAPE 1
6 /*
7 Copyright (c) 2017, Stephen Gold
8 All rights reserved.
9
10 Redistribution and use in source and binary forms, with or without
11 modification, are permitted provided that the following conditions are met:
12 * Redistributions of source code must retain the above copyright
13 notice, this list of conditions and the following disclaimer.
14 * Redistributions in binary form must reproduce the above copyright
15 notice, this list of conditions and the following disclaimer in the
16 documentation and/or other materials provided with the distribution.
17 * Neither the name of the copyright holder nor the names of its contributors
18 may be used to endorse or promote products derived from this software
19 without specific prior written permission.
20
21 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
22 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
23 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
24 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
25 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
26 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
27 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
28 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
29 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
30 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31 */
32
33 /*
34 * fragment shader used by multicolor2.j3md
35 */
36
37 // -- begin import Common/ShaderLib/GLSLCompat.glsllib --
38 #if defined GL_ES
39 # define hfloat highp float
40 # define hvec2 highp vec2
41 # define hvec3 highp vec3
42 # define hvec4 highp vec4
43 # define lfloat lowp float
44 # define lvec2 lowp vec2
45 # define lvec3 lowp vec3
46 # define lvec4 lowp vec4
47 #else
48 # define hfloat float
49 # define hvec2 vec2
50 # define hvec3 vec3
51 # define hvec4 vec4
52 # define lfloat float
53 # define lvec2 vec2
54 # define lvec3 vec3
55 # define lvec4 vec4
56 #endif
57
58 #if __VERSION__ >= 130
59 # ifdef GL_ES
60 out highp vec4 outFragColor;
61 # else
62 out vec4 outFragColor;
63 #endif
64 # define texture1D texture
65 # define texture2D texture
66 # define texture3D texture
67 # define textureCube texture
68 # define texture2DLod textureLod
69 # define textureCubeLod textureLod
70 # define texture2DArray texture
71 # if defined VERTEX_SHADER
72 # define varying out
73 # define attribute in
74 # elif defined FRAGMENT_SHADER
75 # define varying in
76 # define gl_FragColor outFragColor
77 # endif
78 #else
79 # define isnan(val) !(val<0.0||val>0.0||val==0.0)
80 #endif
81
82 #if __VERSION__ == 110
83 mat3 mat3_sub(mat4 m) {
84 return mat3(m[0].xyz, m[1].xyz, m[2].xyz);
85 }
86 #else
87 #define mat3_sub mat3
88 #endif
89
90 #if __VERSION__ <= 140
91 float determinant(mat2 m) {
92 return m[0][0] * m[1][1] - m[1][0] * m[0][1];
93 }
94
95 float determinant(mat3 m) {
96 return + m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1])
97 - m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0])
98 + m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]);
99 }
100 #endif
101
102 #if __VERSION__ <= 130
103 mat2 inverse(mat2 m) {
104 return mat2(m[1][1], -m[0][1], -m[1][0], m[0][0]) / determinant(m);
105 }
106
107 mat3 inverse(mat3 m) {
108 return mat3(
109 + (m[1][1] * m[2][2] - m[2][1] * m[1][2]),
110 - (m[1][0] * m[2][2] - m[2][0] * m[1][2]),
111 + (m[1][0] * m[2][1] - m[2][0] * m[1][1]),
112 - (m[0][1] * m[2][2] - m[2][1] * m[0][2]),
113 + (m[0][0] * m[2][2] - m[2][0] * m[0][2]),
114 - (m[0][0] * m[2][1] - m[2][0] * m[0][1]),
115 + (m[0][1] * m[1][2] - m[1][1] * m[0][2]),
116 - (m[0][0] * m[1][2] - m[1][0] * m[0][2]),
117 + (m[0][0] * m[1][1] - m[1][0] * m[0][1])) / determinant(m);
118 }
119 #endif
120
121 // -- end import Common/ShaderLib/GLSLCompat.glsllib --
122
123 #ifdef DISCARD_ALPHA
124 uniform float m_AlphaDiscardThreshold;
125 #endif
126 #ifdef MATERIAL_COLOR
127 uniform vec4 m_Color;
128 #endif
129 #ifdef POINT_SHAPE
130 uniform sampler2D m_PointShape;
131 #endif
132 #ifdef VERTEX_COLOR
133 varying vec4 vertexColor;
134 #endif
135
136 void main(){
137 #ifdef VERTEX_COLOR
138 vec4 color = vertexColor;
139 #else
140 vec4 color = vec4(1.0);
141 #endif
142
143 #if defined(DISCARD_ALPHA)
144 if(color.a < m_AlphaDiscardThreshold){
145 discard;
146 }
147 #endif
148
149 #ifdef MATERIAL_COLOR
150 color = m_Color;
151 #endif
152
153 #ifdef POINT_SHAPE
154 vec4 sample = texture2D(m_PointShape, gl_PointCoord);
155 color *= sample;
156 #endif
157
158 gl_FragColor = color;
159 }
Apr 20, 2021 6:44:51 PM com.jme3.app.LegacyApplication handleError
SEVERE: Uncaught exception thrown in Thread[jME3 Main,5,main]
com.jme3.renderer.RendererException: compile error in: ShaderSource[name=Shaders/wireframe/multicolor2.frag, defines, type=Fragment, language=GLSL110]
0:154(40): error: `gl_PointCoord' undeclared
0:154(16): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:154(16): error: vec4 texture2D(sampler2D, vec2)
0:154(16): error: vec4 texture2D(sampler2D, vec2, float)
0:155(11): warning: `sample' used uninitialized
at com.jme3.renderer.opengl.GLRenderer.updateShaderSourceData(GLRenderer.java:1516)
at com.jme3.renderer.opengl.GLRenderer.updateShaderData(GLRenderer.java:1543)
at com.jme3.renderer.opengl.GLRenderer.setShader(GLRenderer.java:1608)
at com.jme3.material.logic.DefaultTechniqueDefLogic.render(DefaultTechniqueDefLogic.java:96)
at com.jme3.material.Technique.render(Technique.java:167)
at com.jme3.material.Material.render(Material.java:1033)
at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:634)
at com.jme3.renderer.queue.RenderQueue.renderGeometryList(RenderQueue.java:273)
at com.jme3.renderer.queue.RenderQueue.renderQueue(RenderQueue.java:321)
at com.jme3.renderer.RenderManager.renderTranslucentQueue(RenderManager.java:953)
at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1139)
at com.jme3.renderer.RenderManager.render(RenderManager.java:1180)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:273)
at com.jme3.system.lwjgl.LwjglWindow.runLoop(LwjglWindow.java:537)
at com.jme3.system.lwjgl.LwjglWindow.run(LwjglWindow.java:624)
at com.jme3.system.lwjgl.LwjglWindow.create(LwjglWindow.java:473)
at com.jme3.app.LegacyApplication.start(LegacyApplication.java:491)
at com.jme3.app.LegacyApplication.start(LegacyApplication.java:443)
at com.jme3.app.SimpleApplication.start(SimpleApplication.java:126)
at com.jayfella.jme.vehicle.lemurdemo.MavDemo1.main(MavDemo1.java:227)
X Error of failed request: BadWindow (invalid Window parameter)
Major opcode of failed request: 20 (X_GetProperty)
Resource id in failed request: 0x5200056
Serial number of failed request: 1923
Current serial number in output stream: 1923
Process finished with exit code 1
Should i open other thread ?