Editor: jMonkeyBuilder

I have no AMD card, but I will debug it on my nvidia card…

It was more for @H something weird is going with his hardware.

Hm, you can see the part of code in the logic of selecting a tech:

if (tech.getDef().getLightMode() == renderManager.getPreferredLightMode()
                            || tech.getDef().getLightMode() == LightMode.Disable) {
                        break;
                    }

so, if you have some techs with the same name, you can have the case when the first available tech can be skipped.

Can you explain that? I don’t see it.

The code looks to me to be selecting the first technique with the name that has all of the required caps and the preferred lighting mode (or no lighting mode at all). How would the first one be skipped?

The code you quoted leaves the loop early if there is a good match… which if anything would skip everything BUT the first one.

if you have 2 techs, but these techs don’t have prederred light mode, then your logic will select the last tech.

I have added a log, so here is a case with PBR on my machine:

INFO: Try to select tech for name Default
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: rendered caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, IntegerTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, TextureFilterAnisotropic, TextureCompressionETC1, TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, SeamlessCubemap, CoreProfile, BinaryShader]
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: techDefs: [TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null], TechniqueDef[name=Default, requiredCaps=[GLSL100], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null]]
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null]
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: selected: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null]
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: Try to select tech for name Default
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: rendered caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, IntegerTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, TextureFilterAnisotropic, TextureCompressionETC1, TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, SeamlessCubemap, CoreProfile, BinaryShader]
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: techDefs: [TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null], TechniqueDef[name=Default, requiredCaps=[GLSL110], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]]
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: skipped the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL110], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: skipped the tech: TechniqueDef[name=Default, requiredCaps=[GLSL110], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]
янв 13, 2017 11:25:58 AM com.jme3.material.Material selectTechnique
INFO: selected: TechniqueDef[name=Default, requiredCaps=[GLSL110], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]

I don’t follow you, Unshaded has LightMode.Disabled so the first match will definitely break the loop.

But this logic is incorrect in the case with PBRShader :frowning:

I will provide a build with additional log to @H

@H
Can you recheck it on this version?
https://yadi.sk/d/1L4kTYtq34WTVB
I have added an additional log.

Wait I thought the issue was with Unshaded?

The PBR shader only has one default technique with a 110 shader version.

@H had problems with a lot of shaders from jME, so I have fixed most of the problems, but I can’t fix this shader.
About the PBR shader, this shader didn’t work on his video card without my fix, I just added the GLSL150 tech after GLSL110, but it look terrible, I want to have an ability to declare GLSL150 before GLSL100.

This PR with my fixes:

yeah… tbh as I said before I though we were picking the most appropriate technique and not the first one that fits…
IMO it’s been done with perf in mind, but it won’t matter much if we have a better way to pick techniques.

Alright, I’m on a business trip right now, but I will take a look at this this week end.

We can add sorting by a GLSL version, if we have no the best option from a list of techs.

Running following code. All works fine. JME version 3.1.0-SNAPSHOT

    Box b = new Box(1, 1, 1);
    Geometry geom = new Geometry("Box", b);
    geom.move(3, 3, 0);
    Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    mat.setColor("Color", ColorRGBA.Blue);
    geom.setMaterial(mat);
    rootNode.attachChild(geom);

logs:

ene 13, 2017 5:26:47 PM com.jme3.system.JmeDesktopSystem initialize
INFORMACIÓN: Running on jMonkeyEngine 3.1-1
 * Branch: v3.1
 * Git Hash: bbad454
 * Build Date: 2016-09-07
ene 13, 2017 5:26:48 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFORMACIÓN: LWJGL 2.9.3 context running on thread jME3 Main
 * Graphics Adapter: aticfx64
 * Driver Version: 8.17.10.1433
 * Scaling Factor: 1
ene 13, 2017 5:26:48 PM com.jme3.renderer.opengl.GLRenderer loadCapabilitiesCommon
INFORMACIÓN: OpenGL Renderer Information
 * Vendor: ATI Technologies Inc.
 * Renderer: AMD Radeon HD 6900 Series
 * OpenGL Version: 4.5.13417 Compatibility Profile Context 15.301.1901.0
 * GLSL Version: 4.40
 * Profile: Compatibility
ene 13, 2017 5:26:48 PM com.jme3.asset.AssetConfig loadText
ADVERTENCIA: Cannot find loader com.jme3.scene.plugins.ogre.MeshLoader
ene 13, 2017 5:26:48 PM com.jme3.asset.AssetConfig loadText
ADVERTENCIA: Cannot find loader com.jme3.scene.plugins.ogre.SkeletonLoader
ene 13, 2017 5:26:48 PM com.jme3.asset.AssetConfig loadText
ADVERTENCIA: Cannot find loader com.jme3.scene.plugins.ogre.MaterialLoader
ene 13, 2017 5:26:48 PM com.jme3.asset.AssetConfig loadText
ADVERTENCIA: Cannot find loader com.jme3.scene.plugins.ogre.SceneLoader
ene 13, 2017 5:26:48 PM com.jme3.asset.AssetConfig loadText
ADVERTENCIA: Cannot find loader com.jme3.scene.plugins.blender.BlenderModelLoader
ene 13, 2017 5:26:48 PM com.jme3.asset.AssetConfig loadText
ADVERTENCIA: Cannot find loader com.jme3.scene.plugins.fbx.FbxLoader
ene 13, 2017 5:26:48 PM com.jme3.asset.AssetConfig loadText
ADVERTENCIA: Cannot find loader com.jme3.audio.plugins.OGGLoader
ene 13, 2017 5:26:48 PM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFORMACIÓN: Audio Renderer Information
 * Device: OpenAL Soft
 * Vendor: OpenAL Community
 * Renderer: OpenAL Soft
 * Version: 1.1 ALSOFT 1.15.1
 * Supported channels: 64
 * ALC extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_loopback
 * AL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency
ene 13, 2017 5:26:48 PM com.jme3.audio.openal.ALAudioRenderer initOpenAL
ADVERTENCIA: Pausing audio device not supported.
ene 13, 2017 5:26:48 PM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFORMACIÓN: Audio effect extension version: 1.0
ene 13, 2017 5:26:48 PM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFORMACIÓN: Audio max auxiliary sends: 4

Which jme3 version is spaceshit editor using?

Unshader works fine.

Error on PBR shader:

INFO 17:43:21:472 Editor: OS: Windows 7
INFO 17:43:21:480 ExecutorManager: initialized.
INFO 17:43:21:517 ClassPathScanner: scanning C:\Users\Hector\Downloads\test-editor\libs\jME\jme3-core-3.2.0.jar
INFO 17:43:21:662 ClassPathScanner: scanning C:\Users\Hector\Downloads\test-editor\libs\jME\jme3-effects-3.2.0.jar
INFO 17:43:21:678 ClassPathScanner: scanning C:\Users\Hector\Downloads\test-editor\libs\extensions\toneg0d\tonegod.emitter-2.0.jar
INFO 17:43:21:696 ClassPathScanner: scanned for 852 classes and 229 resources.
WARNING 17:43:21:770 Material: Try to select tech for name Default
WARNING 17:43:21:771 Material: rendered caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, GLSL330, GLSL400, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, IntegerTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, TextureFilterAnisotropic, TextureCompressionETC1, TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, SeamlessCubemap, CoreProfile, BinaryShader]
WARNING 17:43:21:772 Material: techDefs: [TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null], TechniqueDef[name=Default, requiredCaps=[GLSL100], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]]
WARNING 17:43:21:772 Material: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:21:772 Material: selected: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:21:792 Material: Try to select tech for name Default
WARNING 17:43:21:792 Material: rendered caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, GLSL330, GLSL400, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, IntegerTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, TextureFilterAnisotropic, TextureCompressionETC1, TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, SeamlessCubemap, CoreProfile, BinaryShader]
WARNING 17:43:21:793 Material: techDefs: [TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null], TechniqueDef[name=Default, requiredCaps=[GLSL100], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]]
WARNING 17:43:21:793 Material: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:21:794 Material: selected: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:23:141 FileIconManager: not found content type for D:\Blender\Assets\canal-corner-high.blend1
WARNING 17:43:23:248 FileIconManager: not found content type for D:\Blender\Assets\canal-corner-high.blend1
WARNING 17:43:23:287 Material: Try to select tech for name Default
WARNING 17:43:23:288 Material: rendered caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, GLSL330, GLSL400, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, IntegerTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, TextureFilterAnisotropic, TextureCompressionETC1, TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, SeamlessCubemap, CoreProfile, BinaryShader]
WARNING 17:43:23:288 Material: techDefs: [TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null], TechniqueDef[name=Default, requiredCaps=[GLSL100], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null]]
WARNING 17:43:23:289 Material: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null]
WARNING 17:43:23:289 Material: selected: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null]
WARNING 17:43:23:331 Material: Try to select tech for name Default
WARNING 17:43:23:331 Material: rendered caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, GLSL330, GLSL400, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, IntegerTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, TextureFilterAnisotropic, TextureCompressionETC1, TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, SeamlessCubemap, CoreProfile, BinaryShader]
WARNING 17:43:23:331 Material: techDefs: [TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null], TechniqueDef[name=Default, requiredCaps=[GLSL100], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]]
WARNING 17:43:23:331 Material: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:23:332 Material: selected: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:23:332 Material: Try to select tech for name Default
WARNING 17:43:23:333 Material: rendered caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, GLSL330, GLSL400, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, IntegerTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, TextureFilterAnisotropic, TextureCompressionETC1, TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, SeamlessCubemap, CoreProfile, BinaryShader]
WARNING 17:43:23:333 Material: techDefs: [TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null], TechniqueDef[name=Default, requiredCaps=[GLSL100], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]]
WARNING 17:43:23:333 Material: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:23:333 Material: selected: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:28:464 Material: Try to select tech for name Default
WARNING 17:43:28:464 Material: rendered caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, GLSL330, GLSL400, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, IntegerTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, TextureFilterAnisotropic, TextureCompressionETC1, TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, SeamlessCubemap, CoreProfile, BinaryShader]
WARNING 17:43:28:465 Material: techDefs: [TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null], TechniqueDef[name=Default, requiredCaps=[GLSL100], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null]]
WARNING 17:43:28:465 Material: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null]
WARNING 17:43:28:465 Material: selected: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=RenderState[

wireframe=false
applyWireFrame=true
cullMode=Back
applyCullMode=true
depthWrite=false
applyDepthWrite=true
depthTest=true
depthFunc=Equal
applyDepthTest=true
colorWrite=true
applyColorWrite=true
blendEquation=Add
applyBlendEquation=true
applyBlendEquationAlpha=true
blendMode=Off
applyBlendMode=true
offsetEnabled=false
applyPolyOffset=true
offsetFactor=0.0
offsetUnits=0.0
lineWidth=1.0
], forcedRenderState=null]
WARNING 17:43:28:747 Material: Try to select tech for name Default
WARNING 17:43:28:747 Material: rendered caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, GLSL330, GLSL400, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, IntegerTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, TextureFilterAnisotropic, TextureCompressionETC1, TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, SeamlessCubemap, CoreProfile, BinaryShader]
WARNING 17:43:28:748 Material: techDefs: [TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null], TechniqueDef[name=Default, requiredCaps=[GLSL100], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]]
WARNING 17:43:28:748 Material: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:28:748 Material: selected: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:36:313 Material: Try to select tech for name Default
WARNING 17:43:36:313 Material: rendered caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, GLSL330, GLSL400, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, IntegerTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, TextureFilterAnisotropic, TextureCompressionETC1, TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, SeamlessCubemap, CoreProfile, BinaryShader]
WARNING 17:43:36:314 Material: techDefs: [TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null], TechniqueDef[name=Default, requiredCaps=[GLSL100], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]]
WARNING 17:43:36:315 Material: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:36:315 Material: selected: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=Disable, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:44:931 Material: Try to select tech for name Default
WARNING 17:43:44:931 Material: rendered caps: [FrameBuffer, FrameBufferMRT, FrameBufferMultisample, TextureMultisample, OpenGL20, OpenGL21, OpenGL30, OpenGL31, OpenGL32, GLSL100, GLSL110, GLSL120, GLSL130, GLSL140, GLSL150, GLSL330, GLSL400, VertexTextureFetch, TextureArray, TextureBuffer, FloatTexture, IntegerTexture, FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, PackedFloatColorBuffer, NonPowerOfTwoTextures, MeshInstancing, VertexBufferArray, Multisample, PackedDepthStencilBuffer, Srgb, FrameBufferBlit, TextureCompressionS3TC, TextureFilterAnisotropic, TextureCompressionETC1, TextureCompressionETC2, DepthTexture, IntegerIndexBuffer, SeamlessCubemap, CoreProfile, BinaryShader]
WARNING 17:43:44:931 Material: techDefs: [TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null], TechniqueDef[name=Default, requiredCaps=[GLSL110], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]]
WARNING 17:43:44:932 Material: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:44:932 Material: skipped the tech: TechniqueDef[name=Default, requiredCaps=[GLSL150], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:44:932 Material: Check the tech: TechniqueDef[name=Default, requiredCaps=[GLSL110], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:44:932 Material: skipped the tech: TechniqueDef[name=Default, requiredCaps=[GLSL110], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:44:933 Material: selected: TechniqueDef[name=Default, requiredCaps=[GLSL110], noRender=false, lightMode=SinglePassAndImageBased, usesNodes=false, renderState=null, forcedRenderState=null]
WARNING 17:43:44:943 Editor: com.jme3.renderer.RendererException: compile error in: ShaderSource[name=Common/MatDefs/Light/PBRLighting.frag, defines, type=Fragment, language=GLSL110]
Fragment shader failed to compile with the following errors:
ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context
ERROR: error(#273) 1 compilation errors.  No code generated


	at com.jme3.renderer.opengl.GLRenderer.updateShaderSourceData(GLRenderer.java:1244)
	at com.jme3.renderer.opengl.GLRenderer.updateShaderData(GLRenderer.java:1271)
	at com.jme3.renderer.opengl.GLRenderer.setShader(GLRenderer.java:1335)
	at com.jme3.material.logic.SinglePassAndImageBasedLightingLogic.render(SinglePassAndImageBasedLightingLogic.java:238)
	at com.jme3.material.Technique.render(Technique.java:166)
	at com.jme3.material.Material.render(Unknown Source)
	at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:616)
	at com.jme3.renderer.queue.RenderQueue.renderGeometryList(RenderQueue.java:266)
	at com.jme3.renderer.queue.RenderQueue.renderQueue(RenderQueue.java:305)
	at com.jme3.renderer.RenderManager.renderViewPortQueues(RenderManager.java:879)
	at com.jme3.renderer.RenderManager.flushQueue(RenderManager.java:781)
	at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1106)
	at com.jme3.renderer.RenderManager.render(RenderManager.java:1154)
	at com.jme3.app.SimpleApplication.update(SimpleApplication.java:253)
	at com.jme3x.jfx.injfx.JmeToJFXApplication.update(JmeToJFXApplication.java:21)
	at com.ss.editor.Editor.update(Unknown Source)
	at com.jme3.system.lwjgl.LwjglWindow.runLoop(LwjglWindow.java:524)
	at com.jme3.system.lwjgl.LwjglWindow.run(LwjglWindow.java:607)
	at com.jme3.system.lwjgl.LwjglWindow.create(LwjglWindow.java:445)
	at com.jme3x.jfx.injfx.JmeOffscreenSurfaceContext.create(JmeOffscreenSurfaceContext.java:201)
	at com.jme3.app.LegacyApplication.start(LegacyApplication.java:463)
	at com.jme3.app.LegacyApplication.start(LegacyApplication.java:424)
	at com.jme3.app.SimpleApplication.start(SimpleApplication.java:125)
	at com.ss.editor.Editor.start(Unknown Source)
	at java.lang.Thread.run(Unknown Source)

jME 3.2 from master branch, but it is not a problem. You have this problem because I use LWJGL3 with OGL3 Core profile, but jME usually uses LWJGL2 by default with OGL2. Your AMD card wants to use shaders of version GLSL130+ when you work with OGL3 core profile.

@nehon I have added sorting by GLSL version to my PR in the last commit: