FrameBuffer erroneous attachment jme3.1 alpha 1

I know depth buffers have been majorly improved since 3.0, but I’m getting FrameBuffer erroneous attachment errors. How do I go about resolving this? I’ve seen this, but there is no resolution for it. I did as the link guy did, but to no avail. Is there something wrong with using a lightmap and a colormap on android? We stepped away from glowmaps per the best practices preached around here, but is there something broken by using a lightmap/colormap?

This is the android stack trace:

E/     at com.jme3.renderer.opengl.GLRenderer.checkFrameBufferError(
E/     at com.jme3.renderer.opengl.GLRenderer.updateFrameBuffer(
E/     at com.jme3.renderer.opengl.GLRenderer.setFrameBuffer(
E/     at com.jme3.renderer.RenderManager.renderViewPort(
E/     at com.jme3.renderer.RenderManager.render(
E/     at
E/     at
E/     at
E/     at android.opengl.GLSurfaceView$GLThread.guardedRun(
E/     at android.opengl.GLSurfaceView$```

I hate to bump, but does any one have any advice?

What does trigger the issue?
Is it really just adding the LightMap?

Well, I’m not sure. It may just be using the models? I’ve given my models the generated white material, and the framebuffer error still occurs. And these models are the same as the one’s that were working in the 3.0 SDK

This issue should be fixed in jME 3.1 alpha 2.

Well, I updated to alpha 2, and I’m still having the same problem. Just to confirm I’ve updated to alpha 2, here’s a pic of my dependencies:

Did I do it right? I was having the issues discussed in the alpha 2 thread, with the Collision Dispatch, which i fixed by included the jme3-bullet and jm3-bullet-native jars.

But the issue persists. Also, “erroneous” is spelled “erronous” in the error :smile:

Hmm… not sure. But there’s no point in updating to alpha 2 since alpha 4 is already out.

Anyways, you can try enabling graphics debug to get more info about the issue:

AppSettings settings = new AppSettings(true);
settings.putBoolean("GraphicsDebug", true);

i faced the same issue when i used a FilterPostProcessor

FilterPostProcessor fpp= new FilterPostProcessor(getAssetManager());
RadialBlurFilter blur= new RadialBlurFilter();

i remove these lines and now it’s running

mention that the issue is just when i run the app on android device and i use the same code for desktop app and the game didn’t crashed

i don’t know why but i’m really sad :disappointed_relieved: because my game is for android
but i think maybe because i didn’t setup the project or especially theSimpleApplication class correctly

anyway i’m just sharing my experience with this issue i mean removing a feature like FilterPostProcessor from the game to get it work is not a good solution.
but maybe you can find something like this in your project and then you find the real error