Light source on android not working

Trying to follow Hello_material

My ghost shows fine on JME and on Android when using the Unshadeed.j3md material.

But I want to use the other one (requires light source).

On JME I get this with the unshaded material:

(youtube link) Ghost - YouTube

When running on android (galaxy S2) the model is there, but it’s black. It seems that the light source isn’t working. I know the model is there because I can see parts of it above another unshaded texture.

Quote the page I used

https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:beginner:hello_material

Default Material Definitions

As you have seen, you can find the following default materials in jme/core-data/Common/….

Default Definition Usage Parameters
Common/MatDefs/Misc/Unshaded.j3md Colored: Use with mat.setColor() and ColorRGBA.
Textured: Use with mat.setTexture() and Texture. Color : Color
ColorMap : Texture2D
Common/MatDefs/Light/Lighting.j3md Use with shiny Textures, Bump- and NormalMaps textures.
Requires a light source. Ambient, Diffuse, Specular : Color
DiffuseMap, NormalMap, SpecularMap : Texture2D
Shininess : Float
For a game, you create custom Materials based on these existing MaterialDefintions – as you have just seen in the example with the shiny rock’s mater

After updating the firmware & android version from 2.3.5 to 4.1 on the galaxy S2, this is no longer a problem.

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