so, ok. vanilla/updated jmp alpha4 with lighting.j3md works, while nightly buids give this:
INFO: Child (Light) attached to this node (Root Node)
Aug 14, 2011 12:49:26 PM com.jme3.app.Application handleError
SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
com.jme3.renderer.RendererException: Shader link failure, shader:Shader[language=GLSL100, numSources=2, numUniforms=15, shaderSources=[ShaderSource[name=Common/MatDefs/Light/Lighting.vert, defines, type=Vertex], ShaderSource[name=Common/MatDefs/Light/Lighting.frag, defines, type=Fragment]]] info:Fragment info
(127) : error C5051: profile does not support conditional returns
(210) : error C5051: profile does not support conditional returns
(127) : error C5051: profile does not support conditional returns
full log: http://pastebin.com/9d56SWzv
also, if you don't add lights to rootNode, it works, with ofcourse objects being black.
my graphics card Geforce fx5200 :/
haven't tested yet on the other newer card, but i really need jme to run on all cards
as I told you in the other thread this card is old, this came somewhere around the inception of shaders and the support wasn’t all that good, nvidia series 6 and equivalent ATI is just about the compatibility floor with shaders if you want them to work any good, I think there are fallbacks but nothing fully functional…on top of that, I dont think these fellas have supporting 6+ year old hardware high on their agenda…
jme 3 is based around a modern shader architecture, i don’t really see a point spending time to support hardware which could probably be seen as obsolete in a few years. What we should be doing is concentrating on the new features being released, moving forward not back.
What I can suggest though is check google for fixes on that subject for your card series and modify the lighting shader yourself. I think that’s your best bet.
After you’ve found a solution submit it to the team and from there you should have support for near-obsolete hardware built-in.
after some searching through it, i found this in lightComputeDiffuse, i think this is whats giving me problems, ill go learn glsl now to try and fix it
Regarding this shader problem, I was having it too, so I just rolled back my jme3 jars from the newest version to the version from jME3_2011-03-29 and continued using the same models, guess what: the Renderer exception disappeared!
Yeah, well, that’s the problem. My first version trials with jme3 were with a release/binary version. In this pack there are only jar files and this release date identification is the jME3_2011-03-29 folder name. Sorry that I can’t tell you more. Just thought that any repository revision related to this date could provide some nice information. I’ve checked out the repository a month ago trying to make use of the upgrades to the engine and my application stopped working. Just yesterday I replaced the new version with my old one and now thinks are smooth again.
Well then copy the old version you’re using? At least that’ll give us some comparison to start with and @cj45 could replace the one he’s working with that one.
Sure no problem, I shall upload it to my server and asap I post here a link. It may take a few days because my internet is broken and will hopefully be repaired today.
Another one. You guys gonna fix it? Not everyone can afford a brand new computer. Software is written for the masses, not for the author. Other graphics engines can get around this bug. Why can’t yours?