Getting a white-wall when starting my BaseGame

import com.jme.app.BaseGame;
import com.jme.bounding.BoundingSphere;
import com.jme.input.KeyBindingManager;
import com.jme.input.KeyInput;
import com.jme.math.Vector3f;
import com.jme.renderer.Camera;
import com.jme.renderer.ColorRGBA;
import com.jme.scene.Node;
import com.jme.scene.shape.Sphere;
import com.jme.system.DisplaySystem;
import com.jme.system.JmeException;
import com.jme.util.Timer;

public class FyrestoneClient extends BaseGame
{
    /*Screen Resolution Variables*/
    int width, height, depth, freq;
    boolean fullscreen;
    /*End Screen Resolution Variables*/
   
    private Node scene;
   
    private Camera cam;
   
    protected Timer timer;
   
    public static void main(String args[])
    {
        FyrestoneClient app = new FyrestoneClient();
        app.setDialogBehaviour(app.FIRSTRUN_OR_NOCONFIGFILE_SHOW_PROPS_DIALOG);
        app.start();
    }

    @Override
    protected void update(float interpolation)
    {
        timer.update();
        interpolation = timer.getTimePerFrame();
        if(KeyBindingManager.getKeyBindingManager().isValidCommand("exit"))
            finished = true;
       
        display.getRenderer().clearBuffers();
        display.getRenderer().draw(scene);
    }

    @Override
    protected void render(float interpolation)
    {
       
    }

    @Override
    protected void initSystem()
    {
        //Store Screen Resolution Info
        width = properties.getWidth();
        height = properties.getHeight();
        depth = properties.getDepth();
        freq = properties.getFreq();
        fullscreen = properties.getFullscreen();
        //End Screen Resolution Storage
       
        //Set up screen and camera
        try
        {
            display = DisplaySystem.getDisplaySystem(properties.getRenderer());
            display.createWindow(width, height, depth, freq, fullscreen);
            cam = display.getRenderer().createCamera(width, height);
        }
        catch (JmeException e)
        {
            e.printStackTrace();
            System.exit(1);
        }
        //End setup for screen and camera
       
        //Background color
        display.getRenderer().setBackgroundColor(ColorRGBA.black);
        //End Background color
       
        //Setting up camera to look at the terrain
        cam.setFrustumPerspective(45.0f, (float)width / (float)height, 1, 1000);
        Vector3f loc = new Vector3f(0.0f, 0.0f, 25.0f);
        Vector3f left = new Vector3f(-1.0f, 0.0f, 0.0f);
        Vector3f up = new Vector3f(0.0f, 1.0f, 0.0f);
        Vector3f dir = new Vector3f(0.0f, 0.0f, -1.0f);
       
        cam.setFrame(loc, left, up, dir);
       
        cam.update();
       
        display.getRenderer().setCamera(cam);
        //End camera movements
       
        //Timer for FPS
        timer = Timer.getTimer();
        //End Timer
       
        KeyBindingManager.getKeyBindingManager().set("exit", KeyInput.KEY_ESCAPE);
    }

    @Override
    protected void initGame()
    {
        scene = new Node("Root");
       
        Sphere s = new Sphere("mySphere", 5, 5, 25);
        s.setModelBound(new BoundingSphere());
        s.updateModelBound();
       
        scene.attachChild(s);
        scene.updateGeometricState(0.0f, true);
        scene.updateRenderState();
    }

    @Override
    protected void reinit()
    {
        display.recreateWindow(width, height, depth, freq, fullscreen);
    }

    @Override
    protected void cleanup()
    {
       
    }
   
}



When I run that code, which should display a black background and a sphere hovering somewhere in the middle of nothing, I get a white background. Please help.

Figured it out. Didn't set up local translation. Also put my rendering method in my update on accident.

display.getRenderer().draw(scene); is supposed to be called in the render() method, not in the update() method.



next, your sphere has a radius of 25 and oritinates at 0, 0, 0, and your camera is just at the edge of the sphere an might be staring at it or smth like that. move your camera farther away or simply integrate a FerstPersonHandler to be able to move around.



gl & hf,

so long,

Andy