Github master branch working?

Not really… any github project can also be checked out with SVN. There are some caveats but I find those less distasteful then the alternative.

Well, what did you change to make it work?

Ewwwwwwwww, you really do use git with svn? I dont get it. Git is like in everything way more powerfull and only slightly more difficult.

Well you know … some people are noobs, and cannot handle the power of Git. :chimpanzee_tongue:

Well, all of GIT’s “more powerful” things are either things I’ve hardly ever needed in SVN or things that are actually a real pain… that I almost never needed in SVN.

SVN: I never almost ever have to worry about branches.
GIT: I have to think about branches at least a little bit with every operation.

SVN: I could check out part of a repo. I could check out 5 branches at the same time. Etc.
GIT: I have to suck down the whole internet just to mess with a file and then can only see one version of it at a time unless I want to get really bizarrely tricky. (I’d love to be proven wrong on this one because it’s the single biggest hitch in my workflow… I really hate not being able to have two branches checked out at the same time.)

GIT seems to also find merge conflicts where SVN didn’t. I use it in my day job and while I can count the number of times that SVN got in my way on one hand, GIT gets in my way almost every time I use it for anything other than commits to the current file I happen to be working on by myself.

To me GIT is to source control as maven is to build tools. Lots of smart people seem to like it for the exact reasons I hate it. Thus neither of us are going to change each others’ minds on this point.

I changed the material for the items and suddenly the item’s textures behaved correctly. The same goes with the sun material (it uses a simple sprite shader I wrote). I’ll now try to isolate that and reproduce the behaviour in a sample app.

As much as I’m tempted to join the git vs svn / maven vs ant discussion, I think this is neither the time nor the place to discuss it.

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Okay, so I narrowed it further down to my block shader. When I remove the usage of that shader from the game then everything works fine (even NiftyGUI). Odd enough the shader worked perfectly before, but I also know that the shader is quite complex, so there might be bugs in it somewhere. Maybe the defines are not working correctly anymore? I have to do further tests.

could you post the code of the shader?
Maybe we can help pointing you in the right direction.

Sure. But be warned: it is a bit messy and not optimized yet:

And yes, I know gl_FragColor is deprecated :wink:

Edit: forgot this file: shadowmap.glsllib

I know messy, trust me. :wink:

If that single material definition cause lots of others to fail, i throw some sort of hash/naming collision to the “to check” list. As a quick test, does the same thing happen if you use a different name than Lighting for your shaders?

Okay. I’m really on the verge of giving up. I narrowed it down to a PaintableImage class, that I implemented and whos image I pass as a texture to the shader (GlobalAttributesMap). When I remove that texture from the shader, then no more texture problems appear. When I instead don’t paint a pixel on the image, then also no problem appears. But now the odd part: I use the PaintableImage for the map (up right in the gui) and it didn’t cause any problems at all.

Still I’ll post the code of the PaintableImage class here, maybe someone sees something that I missed. But my gut tells me that this behaviour is too irradic to be caused by my code alone. I suspect it lies somewhere in the depth of JME itself.

PaintableImage.java

Good idea, but I changed the name to “Foosomething” and still the same result :frowning:

Not sure if it makes any difference you seem not to passtrough the hashCode of Image.java.
Just a first looktrough however…

If I don’t override it, then it stays the same. So no need to pass it through. But I’m currently inspecting the caching mechanism of JME. Maybe it has something todo with that.

mhh…did you consider using the ImageRaster for this?
Not sure it woudl fix your issue, but you kind of reinvented the wheel with this class.

This sounds suspicious… what is it?

It does sound like somehow your painting is going crazy and corrupting other buffers.

It’s a paintable image that contains some information that is encoded into its pixels. For example the brightness of the world, the distance of the fog, etc. I basically use this so that I don’t have to update these parameters in all instances of the block material.

Yeah, I use a Vector4f for that. How many parameters do you have?

I have 4 at the moment. So a Vector4f is also assigned to the shader in every update step (= auto update)?