LWJGL issues?

I am having issues with the latest builds of JMonkey. I cannot seem to start any of the lighting Demos and most of the examples just show a black screen. I have updated my graphics driver to the latest version. Any advice would be appreciated.

Sep 04, 2013 2:50:50 PM com.jme3.app.Application handleError
SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,6,main]
com.jme3.renderer.RendererException: compile error in:ShaderSource[name=Common/MatDefs/Shadow/PostShadow.vert, defines, type=Vertex, language=GLSL150] error:0(89) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(90) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(91) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(92) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(103) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(105) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(107) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(109) : error C7555: ‘attribute’ is deprecated, use ‘in/out’ instead

<cite>@jparch said:</cite> I am having issues with the latest builds of JMonkey. I cannot seem to start any of the lighting Demos and most of the examples just show a black screen. I have updated my graphics driver to the latest version. Any advice would be appreciated.

Sep 04, 2013 2:50:50 PM com.jme3.app.Application handleError
SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,6,main]
com.jme3.renderer.RendererException: compile error in:ShaderSource[name=Common/MatDefs/Shadow/PostShadow.vert, defines, type=Vertex, language=GLSL150] error:0(89) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(90) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(91) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(92) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(103) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(105) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(107) : error C7555: ‘varying’ is deprecated, use ‘in/out’ instead
0(109) : error C7555: ‘attribute’ is deprecated, use ‘in/out’ instead

Looks like these are being converted to the shader nodes system??

I think either the GLSL150 is misplaced or something else changed without a corresponding change. You might see which SVN commit caused the error. Otherwise, we may have to wait for one of the experts (like @nehon) to have time to look at it.

mhh… I can’t see a recent change that could have cause this.
I cannot test it for now, I just have a EEE lap top that just barely runs chrome.

what is your hardware? for some reason it seems, 1.0 shader is selected but the 1.5 version is appended to it.

Windows 7 64 bit

(2) Intel Xeon 2.93
24 GB Ram

NVIDIA Quadro FX 4800 1GB

I have uninstalled an re installed twice looking for anything related to jmonkey and manually removing it if necessary.

any thoughts or ideas on this?

ok I think I found the issue. that’s strange nobody had the issue before though.
Thanks for reporting, i’ll keep you updated

Should be fixed now in last svn

I downloaded and built the latest source. I am still having issues. If I start a new “Basic Game” I get simply a black screen. There is no blue box showing up. Any thoughts?

no error?

None that I can determine.

run:
Sep 17, 2013 3:34:35 PM com.jme3.system.JmeDesktopSystem initialize
INFO: Running on jMonkeyEngine 3.0.0 RC2
Sep 17, 2013 3:34:35 PM com.jme3.system.Natives extractNativeLibs
INFO: Extraction Directory: C:\Users\joel.putnam.GLOBAL\Documents\BasicGame
Sep 17, 2013 3:34:35 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: Lwjgl 2.9.0 context running on thread LWJGL Renderer Thread
Sep 17, 2013 3:34:35 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: Adapter: DamewareDisp
Sep 17, 2013 3:34:35 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: Driver Version: 1.1.0.0
Sep 17, 2013 3:34:35 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: Vendor: NVIDIA Corporation
Sep 17, 2013 3:34:35 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: OpenGL Version: 3.2.0
Sep 17, 2013 3:34:35 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: Renderer: Quadro FX 4800/PCIe/SSE2
Sep 17, 2013 3:34:35 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: GLSL Ver: 1.50 NVIDIA via Cg compiler
Sep 17, 2013 3:34:35 PM com.jme3.asset.AssetConfig loadText
WARNING: Cannot find loader com.jme3.scene.plugins.blender.BlenderModelLoader
Sep 17, 2013 3:34:35 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Device: OpenAL Soft
Sep 17, 2013 3:34:35 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Vendor: OpenAL Community
Sep 17, 2013 3:34:35 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Renderer: OpenAL Soft
Sep 17, 2013 3:34:35 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Version: 1.1 ALSOFT 1.15.1
Sep 17, 2013 3:34:35 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: AudioRenderer supports 64 channels
Sep 17, 2013 3:34:35 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio effect extension version: 1.0
Sep 17, 2013 3:34:35 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio max auxilary sends: 4
BUILD SUCCESSFUL (total time: 13 seconds)

I updated to today’s nightly build. Same issue.

how do you start your ‘Basic Game’? Show the code please

I am literally using the “Basic Game” example that comes with the SDK. I build it and run it in the normal fashion. I can post the code if need be.

Oh, well, since i don’t use the sdk i have no clue how the template looks. If you can post it it would help me

package mygame;

import com.jme3.app.SimpleApplication;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;

/**

  • test

  • @author normenhansen
    */
    public class Main extends SimpleApplication {

    public static void main(String[] args) {
    Main app = new Main();
    app.start();
    }

    @Override
    public void simpleInitApp() {
    Box b = new Box(1, 1, 1);
    Geometry geom = new Geometry(“Box”, b);

     Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
     mat.setColor("Color", ColorRGBA.Blue);
     geom.setMaterial(mat);
    
     rootNode.attachChild(geom);
    

    }

    @Override
    public void simpleUpdate(float tpf) {
    //TODO: add update code
    }

    @Override
    public void simpleRender(RenderManager rm) {
    //TODO: add render code
    }
    }
    [java]

Hm should work.
Also if i remember correctly there should be some output when attaching the geometry…

Can you add a println on the end of simpleInitApp, just to check…

it looks like everything is there but nothing is showing up.

added :
out.println(rootNode.hasChild(geom));

results:

run:
Sep 18, 2013 2:03:48 PM com.jme3.system.JmeDesktopSystem initialize
INFO: Running on jMonkeyEngine 3.0.0 RC2
Sep 18, 2013 2:03:48 PM com.jme3.system.Natives extractNativeLibs
INFO: Extraction Directory: C:\Users\joel.putnam.GLOBAL\Documents\BasicGame
Sep 18, 2013 2:03:49 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: Lwjgl 2.9.0 context running on thread LWJGL Renderer Thread
Sep 18, 2013 2:03:49 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: Adapter: DamewareDisp
Sep 18, 2013 2:03:49 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: Driver Version: 1.1.0.0
Sep 18, 2013 2:03:49 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: Vendor: NVIDIA Corporation
Sep 18, 2013 2:03:49 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: OpenGL Version: 3.2.0
Sep 18, 2013 2:03:49 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: Renderer: Quadro FX 4800/PCIe/SSE2
Sep 18, 2013 2:03:49 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: GLSL Ver: 1.50 NVIDIA via Cg compiler
Sep 18, 2013 2:03:49 PM com.jme3.asset.AssetConfig loadText
WARNING: Cannot find loader com.jme3.scene.plugins.blender.BlenderModelLoader
Sep 18, 2013 2:03:49 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Device: OpenAL Soft
Sep 18, 2013 2:03:49 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Vendor: OpenAL Community
Sep 18, 2013 2:03:49 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Renderer: OpenAL Soft
Sep 18, 2013 2:03:49 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio Version: 1.1 ALSOFT 1.15.1
Sep 18, 2013 2:03:49 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: AudioRenderer supports 64 channels
Sep 18, 2013 2:03:49 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio effect extension version: 1.0
Sep 18, 2013 2:03:49 PM com.jme3.audio.lwjgl.LwjglAudioRenderer initInThread
INFO: Audio max auxilary sends: 4
true
BUILD SUCCESSFUL (total time: 9 seconds)

I have currently no access to a computer with jme on it. But i will test as soon i am at home

Just in case… create a new AppSettings and let it load its defaults. Then set that to the application before starting it.

I assume the settings dialog pops up as normal?