First water iteration

I received the latest update for the water from Mojo, and I haven't been able to spot any of the old artifacts here (ofcourse my testing was not that extensive) in TestQuadWater.



However TestProjectedWater doesn't work anymore:



INFO: Child (reflectNode) attached to this node (rootNode)
6-aug-2006 22:33:16 com.jme.scene.state.lwjgl.LWJGLShaderObjectsState checkProgramError
SEVERE: ERROR: 0:37: 'dot' : no matching overloaded function found
ERROR: 1 compilation errors.  No code generated.
[some binary characters here that mess up copy/pasting]

6-aug-2006 22:33:16 com.jme.renderer.lwjgl.LWJGLTextureRenderer forceCopy
INFO: Render to Texture Pbuffer supported!
6-aug-2006 22:33:17 com.jme.renderer.AbstractCamera <init>
INFO: Camera created.
setup tex7: 256,256
setup tex8: 256,256
setup tex9: 256,256
6-aug-2006 22:33:18 com.jme.scene.Node attachChild
INFO: Child (ProjectedGrid) attached to this node (rootNode)
org.lwjgl.opengl.OpenGLException: Invalid operation (1282)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:56)
   at org.lwjgl.opengl.Display.swapBuffers(Display.java:567)
   at org.lwjgl.opengl.Display.update(Display.java:583)
   at com.jme.renderer.lwjgl.LWJGLRenderer.displayBackBuffer(LWJGLRenderer.java:518)
   at com.jme.app.BaseGame.start(BaseGame.java:72)
   at jmetest.effects.water.TestProjectedWater.main(TestProjectedWater.java:73)
6-aug-2006 22:33:20 com.jme.app.BaseSimpleGame cleanup
INFO: Cleaning up resources.
6-aug-2006 22:33:20 com.jme.app.BaseGame start
INFO: Application ending.



Looks like the shader refuses to compile for my card?

gotcha…ati card? some cards are more picky about manually converting floats to vectors etc…i'll go through it and try to make sure i do it all in the code…hard to test when it works on my comp :confused:



when it's all working i'll make a long post on all changes…

looks like it's correct though…and linenumber not matching…sure you are not having some old source/data left?

And for those who hadn't noticed yet, mojo also forwared the fix.



<edit after mojo's post>

And yes, you still have to comment out the


projectedGrid.update();



in simpleUpdate from TestProjectedWater (and TestProjectedGrid if you want).

Also, don't forget to remove the water pass update from the game update to double performance.

…and, don't forget to comment out/remove the grid update from the game update :wink:

i have commited everything now, so please help me test it out to see if everything is up and ok!



i'll make an official post later tonight concerning usage etc…

Runs well here at home on my ATI Radeon x850… TestProjectedWater runs at 30-40FPS and TestQuadWater is 130-150FPS.  I love the new TestSimpleQuadWater test, nice use of the new up configurable water stuff. :stuck_out_tongue: