i then launched the 3.1 version of the sdk opened my project and replaced all the 3.1 “libraries” with these 3.2 jars. However i get
Exception in thread "main" java.lang.NoClassDefFoundError: org/lwjgl/opengl/ARBDebugOutputCallback$Handler
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:264)
at com.jme3.system.JmeDesktopSystem.newContextLwjgl(JmeDesktopSystem.java:199)
at com.jme3.system.JmeDesktopSystem.newContext(JmeDesktopSystem.java:279)
at com.jme3.system.JmeSystem.newContext(JmeSystem.java:162)
at com.jme3.app.LegacyApplication.start(LegacyApplication.java:461)
at com.jme3.app.LegacyApplication.start(LegacyApplication.java:424)
at com.jme3.app.SimpleApplication.start(SimpleApplication.java:125)
at com.jme3.lostVictories.LostVictory.main(LostVictory.java:106)
Caused by: java.lang.ClassNotFoundException: org.lwjgl.opengl.ARBDebugOutputCallback$Handler
at java.net.URLClassLoader.findClass(URLClassLoader.java:381)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:331)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 9 more
Is this the correct way to go about trying 3.2?
Where should i get the correct version of lwjgl.jar to use? the previous version seems to not work…
Ok so forgive my noobness… I figured out that in jme3 sdk a library != jar
When i remove the library it not only removed the jme-lwjgl but also the the dependant jars
So i removed the existing jme-lwjgl and added ./jme3-lwjgl/build/libs/jme3-lwjgl-3.2.0-SNAPSHOT.jar
then re added the dependant jars manualy which were
SEVERE: Uncaught exception thrown in Thread[jME3 Main,5,main]
java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.GL33.glGetQueryObjectui64(GL33.java:368)
at org.lwjgl.opengl.ARBTimerQuery.glGetQueryObjectui64(ARBTimerQuery.java:44)
at com.jme3.renderer.lwjgl.LwjglGL.glGetQueryObjectui64(LwjglGL.java:458)
at com.jme3.renderer.opengl.GLRenderer.getProfilingTime(GLRenderer.java:2874)
at com.jme3.app.DetailedProfiler.appStep(DetailedProfiler.java:61)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:225)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:151)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:197)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:232)
at java.lang.Thread.run(Thread.java:745)
maybe i need to use a different version of the dependant jar?
I did do a ./gradlew install in the jmonkeyengine master branch which completed succesfully… Do you think i should use
Full Version: 3.2-6195
POM Version: 3.2.0-SNAPSHOT
HI Thanks for your response again … I have made some progress but im still not there yet…
I created the project…
Then copied my game source into it… and then built it…
Then Imported it from intelliJ ide
now im getting
starting client:d993932f-a185-4a6f-8d86-4ef6e2c5ff95
Mar 22, 2017 1:36:45 PM com.jme3.system.JmeDesktopSystem initialize
INFO: Running on jMonkeyEngine 3.2-6195
Branch: master
Git Hash: a64175c
Build Date: 2017-03-21
Exception in thread “jME3 Main” java.lang.UnsatisfiedLinkError:
org.lwjgl.DefaultSysImplementation.getPointerSize()I
at org.lwjgl.DefaultSysImplementation.getPointerSize(Native Method)
at org.lwjgl.Sys.(Sys.java:118)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:210)
at java.lang.Thread.run(Thread.java:745)
Process finished with exit code 0
I have noticed some .dylib in the project root… i tried to include these by adding
-Djava.library.path=./
and as the absolute path
-Djava.library.path=/Users/dharshanar/development/profile/profileGames/TestGame
but i get the same error
i think bootmonkey placed libbulletjem.dylib liblwjgl.gylib, libopenal.dylib in the project root. But i think i either need more or im not referencing them correctly
oh wow did’nt realise there was a sdk available… But alas profiling doesn’t work…
The game seems to run fine but when i turn on profiling i get
SEVERE: Uncaught exception thrown in Thread[jME3 Main,5,main]
java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.GL33.glGetQueryObjectui64(GL33.java:368)
at org.lwjgl.opengl.ARBTimerQuery.glGetQueryObjectui64(ARBTimerQuery.java:44)
at com.jme3.renderer.lwjgl.LwjglGL.glGetQueryObjectui64(LwjglGL.java:458)
at com.jme3.renderer.opengl.GLRenderer.getProfilingTime(GLRenderer.java:2874)
at com.jme3.app.DetailedProfiler.appStep(DetailedProfiler.java:61)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:225)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:151)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:197)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:232)
at java.lang.Thread.run(Thread.java:745)
Well there was no post on the hub about it, maybe we should do that. However it was actually only done because some users were wanting that but it’s really alpha…
@nehon Is the profiler guy, but to me it looks like your Hardware A) does not support openGL3.3 or B) For some reason does not support the way the profiler tries to profile (even though it should support it)
oh crap… I got a hello world example running using the above bootmonkey approach (no SDK) usining intelliJ…
I get the same error when trying to use the profiler
java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
this might be the issue
Mar 23, 2017 11:36:38 AM com.jme3.renderer.opengl.GLRenderer loadCapabilitiesCommon
INFO: OpenGL Renderer Information
Vendor: Intel Inc.
Renderer: Intel Iris Pro OpenGL Engine
OpenGL Version: 2.1 INTEL-10.6.33
GLSL Version: 1.20
Profile: Compatibility
so nothing to do with the sdk
i am running on a mac running older Yosemite… I have a windows 10 machine at home… ill try it there
@Vortex thanks for your response… Could you please elaborate on how i can do “switch to core profile” . I had assumed i would just upgrade my mac os.
What is a core profile? is that a mac thing or jme thing?
I you could perhaps point me to some docs or search terms… Ill be happy to do some research and learn about it
MacOS is always a bit strict/strange when it comes to the gl implementation. As far as i know all other OS allow you to create the best available core profile, but on osx you have to request a specific version.