Framebuffer object format is unsupported by Intel graphics on Ubuntu

PBR works fine on NVIDIA, but I have this problem when I switch to Intel Haswell graphics. May be can you add options of types of frame buffer for PBR? I use Intel on ubuntu 14.04 with MESA driver.

WARNING 16:34:51:914 Editor: IllegalStateException : Framebuffer object format is unsupported by the video hardware. : stack trace:
com.jme3.renderer.opengl.GLRenderer.checkFrameBufferError(GLRenderer.java:1347)
com.jme3.renderer.opengl.GLRenderer.updateFrameBuffer(GLRenderer.java:1515)
com.jme3.renderer.opengl.GLRenderer.setFrameBuffer(GLRenderer.java:1661)
com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1024)
com.jme3.environment.EnvironmentCamera.render(EnvironmentCamera.java:184)
com.jme3.app.state.AppStateManager.render(AppStateManager.java:300)
com.jme3.app.SimpleApplication.update(SimpleApplication.java:257)
com.ss.editor.Editor.update(Editor.java:333)
com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:151)
com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:192)
com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:232)
java.lang.Thread.run(Thread.java:745)

What MESA supports in OpenGL?

name of display: :0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, 
    GLX_ARB_framebuffer_sRGB, GLX_ARB_multisample, 
    GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB, 
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
    GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_swap_control
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, 
    GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample, 
    GLX_EXT_buffer_age, GLX_EXT_create_context_es2_profile, 
    GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB, 
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
    GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, 
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, 
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, 
    GLX_SGI_swap_control, GLX_SGI_video_sync
GLX version: 1.4
GLX extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, 
    GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample, 
    GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB, 
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
    GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, 
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, 
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, 
    GLX_SGI_swap_control, GLX_SGI_video_sync
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) Haswell Mobile 
OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.5.9
OpenGL core profile shading language version string: 3.30
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
    GL_3DFX_texture_compression_FXT1, GL_AMD_conservative_depth, 
    GL_AMD_draw_buffers_blend, GL_AMD_seamless_cubemap_per_texture, 
    GL_AMD_shader_trinary_minmax, GL_AMD_vertex_shader_layer, 
    GL_AMD_vertex_shader_viewport_index, GL_ANGLE_texture_compression_dxt3, 
    GL_ANGLE_texture_compression_dxt5, GL_APPLE_object_purgeable, 
    GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility, GL_ARB_base_instance, 
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage, 
    GL_ARB_clear_buffer_object, GL_ARB_clear_texture, 
    GL_ARB_compressed_texture_pixel_storage, 
    GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, 
    GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_debug_output, 
    GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_derivative_control, 
    GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend, 
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, 
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, 
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_shader, 
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, 
    GL_ARB_get_program_binary, GL_ARB_gpu_shader5, GL_ARB_half_float_pixel, 
    GL_ARB_half_float_vertex, GL_ARB_instanced_arrays, 
    GL_ARB_internalformat_query, GL_ARB_invalidate_subdata, 
    GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind, 
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, GL_ARB_point_sprite, 
    GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sample_shading, 
    GL_ARB_sampler_objects, GL_ARB_seamless_cube_map, 
    GL_ARB_seamless_cubemap_per_texture, GL_ARB_separate_shader_objects, 
    GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding, 
    GL_ARB_shader_objects, GL_ARB_shader_texture_lod, 
    GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, 
    GL_ARB_sync, GL_ARB_texture_buffer_object, 
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range, 
    GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, 
    GL_ARB_texture_cube_map_array, GL_ARB_texture_float, 
    GL_ARB_texture_gather, GL_ARB_texture_mirror_clamp_to_edge, 
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, 
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, 
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
    GL_ARB_texture_storage, GL_ARB_texture_storage_multisample, 
    GL_ARB_texture_swizzle, GL_ARB_texture_view, GL_ARB_timer_query, 
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding, 
    GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev, 
    GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, 
    GL_ATI_blend_equation_separate, GL_ATI_texture_float, GL_EXT_abgr, 
    GL_EXT_blend_equation_separate, GL_EXT_draw_buffers2, 
    GL_EXT_draw_instanced, GL_EXT_framebuffer_blit, 
    GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled, 
    GL_EXT_framebuffer_sRGB, GL_EXT_packed_depth_stencil, GL_EXT_packed_float, 
    GL_EXT_pixel_buffer_object, GL_EXT_polygon_offset_clamp, 
    GL_EXT_provoking_vertex, GL_EXT_shader_integer_mix, GL_EXT_texture_array, 
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_rgtc, 
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_filter_anisotropic, 
    GL_EXT_texture_integer, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, 
    GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, 
    GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, 
    GL_EXT_vertex_array_bgra, GL_IBM_multimode_draw_arrays, 
    GL_KHR_context_flush_control, GL_KHR_debug, GL_MESA_pack_invert, 
    GL_MESA_texture_signed_rgba, GL_NV_conditional_render, GL_NV_depth_clamp, 
    GL_NV_packed_depth_stencil, GL_OES_EGL_image, GL_OES_read_format, 
    GL_S3_s3tc

OpenGL version string: 3.0 Mesa 10.5.9
OpenGL shading language version string: 1.30
OpenGL context flags: (none)
OpenGL extensions:
    GL_3DFX_texture_compression_FXT1, GL_AMD_conservative_depth, 
    GL_AMD_draw_buffers_blend, GL_AMD_seamless_cubemap_per_texture, 
    GL_AMD_shader_trinary_minmax, GL_ANGLE_texture_compression_dxt3, 
    GL_ANGLE_texture_compression_dxt5, GL_APPLE_object_purgeable, 
    GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object, 
    GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility, 
    GL_ARB_blend_func_extended, GL_ARB_buffer_storage, 
    GL_ARB_clear_buffer_object, GL_ARB_clear_texture, 
    GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage, 
    GL_ARB_conditional_render_inverted, GL_ARB_conservative_depth, 
    GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_debug_output, 
    GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture, 
    GL_ARB_derivative_control, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend, 
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, 
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, 
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, 
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, 
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, 
    GL_ARB_get_program_binary, GL_ARB_half_float_pixel, 
    GL_ARB_half_float_vertex, GL_ARB_instanced_arrays, 
    GL_ARB_internalformat_query, GL_ARB_invalidate_subdata, 
    GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind, 
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, 
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, 
    GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects, 
    GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture, 
    GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counters, 
    GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, 
    GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, 
    GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, 
    GL_ARB_shadow, GL_ARB_sync, GL_ARB_texture_border_clamp, 
    GL_ARB_texture_compression, GL_ARB_texture_compression_bptc, 
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, 
    GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add, 
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, 
    GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather, 
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, 
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, 
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, 
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
    GL_ARB_texture_storage, GL_ARB_texture_storage_multisample, 
    GL_ARB_texture_swizzle, GL_ARB_texture_view, GL_ARB_timer_query, 
    GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object, 
    GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, 
    GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, 
    GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, 
    GL_ARB_window_pos, GL_ATI_blend_equation_separate, GL_ATI_draw_buffers, 
    GL_ATI_separate_stencil, GL_ATI_texture_env_combine3, 
    GL_ATI_texture_float, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, 
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
    GL_EXT_copy_texture, GL_EXT_draw_buffers2, GL_EXT_draw_instanced, 
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, 
    GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled, 
    GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, 
    GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays, 
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels, 
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, 
    GL_EXT_polygon_offset, GL_EXT_polygon_offset_clamp, 
    GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color, 
    GL_EXT_separate_specular_color, GL_EXT_shader_integer_mix, 
    GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, 
    GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D, 
    GL_EXT_texture_array, GL_EXT_texture_compression_dxt1, 
    GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, 
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, 
    GL_EXT_texture_env_add, GL_EXT_texture_env_combine, 
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, 
    GL_EXT_texture_integer, GL_EXT_texture_lod_bias, GL_EXT_texture_object, 
    GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, 
    GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, 
    GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, 
    GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, 
    GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip, 
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, 
    GL_KHR_context_flush_control, GL_KHR_debug, GL_MESA_pack_invert, 
    GL_MESA_texture_signed_rgba, GL_MESA_window_pos, GL_NV_blend_square, 
    GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_light_max_exponent, 
    GL_NV_packed_depth_stencil, GL_NV_primitive_restart, 
    GL_NV_texgen_reflection, GL_NV_texture_env_combine4, 
    GL_NV_texture_rectangle, GL_OES_EGL_image, GL_OES_read_format, 
    GL_S3_s3tc, GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp, 
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays

Can you run the app with
AppSettings.putBoolean("GraphicsDebug", true)?

PBR was implement using GLSL 150, MESA doesn’t support this version :frowning:. You can close this topic.

Yes it does, but you have to enable core profile.
AppSettings.setRenderer(AppSettings.LWJGL_OPENGL3)

1 Like

It works, but also we have to switch PBR shader to GLSL150 :slight_smile:

1 Like

I have updated my version of PBR shader.

because it didn’t work on the nvidia 9xx without these changes. So now it works fine on nvidia 7xx, 9xx and Intel 4G and 6G :slight_smile:

hello,
you’d better use the GLSLCompat lib for this

see how it’s used in lighting.frag.
Because as you did it the shader doesn’t work anymore for cards that don’t have glsl 1.5

thx, I will update my shaders :slight_smile:
but your PBR shader doesn’t work on Linux Intel Graphics :frowning:

also I don’t support cards without openGL 3.2 :wink:

1 Like

who uses that ??? :wink:

ahaha :smiley:

but I have 30-50 FPS in my game with PBR on Linux Intel® Haswell Mobile :slight_smile:

That’s fairly good considering the high quality graphics of your game. Nice work

It is on Linux Intel Gaphics :slight_smile:
Imgur

1 Like