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/com.jme3.app.AndroidHarnessFragment(18608): at com.jme3.renderer.opengl.GLRenderer.checkFrameBufferError(GLRenderer.java:1343)
E/com.jme3.app.AndroidHarnessFragment(18608): at com.jme3.renderer.opengl.GLRenderer.updateFrameBuffer(GLRenderer.java:1488)
E/com.jme3.app.AndroidHarnessFragment(18608): at com.jme3.renderer.opengl.GLRenderer.setFrameBuffer(GLRenderer.java:1577)
E/com.jme3.app.AndroidHarnessFragment(18608): at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1005)
E/com.jme3.app.AndroidHarnessFragment(18608): at com.jme3.renderer.RenderManager.render(RenderManager.java:1078)
E/com.jme3.app.AndroidHarnessFragment(18608): at com.jme3.app.SimpleApplication.update(SimpleApplication.java:260)
E/com.jme3.app.AndroidHarnessFragment(18608): at com.jme3.app.AndroidHarnessFragment.update(AndroidHarnessFragment.java:577)
E/com.jme3.app.AndroidHarnessFragment(18608): at com.jme3.system.android.OGLESContext.onDrawFrame(OGLESContext.java:336)
E/com.jme3.app.AndroidHarnessFragment(18608): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1561)
E/com.jme3.app.AndroidHarnessFragment(18608): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1278)```
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
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
i faced the same issue when i used a FilterPostProcessor
FilterPostProcessor fpp= new FilterPostProcessor(getAssetManager());
RadialBlurFilter blur= new RadialBlurFilter();
fpp.addFilter(blur);
getViewPort().addProcessor(fpp);
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 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