Also, make sure your drivers are up to date. As sort of a shot in the dark.
So, my graphic driver is up to date and i run every post processing test in the jmeTests project without visible error…everything seems ok to me…
Need to look at the code now.
@haze said: So, my graphic driver is up to date and i run every post processing test in the jmeTests project without visible error...everything seem ok to me...Need to look at the code now.
If you do look into it then try disabling post processing in the post processing state to see if it fixes it. Maybe my shadow filter is doing something strange.
Ok, thank you for that start point…
But for now i’ve got the sources and a few lines made me crazy…Do you have a modified version of jme3?
Edit: Anyway, i’ve commented these lines which don’t alterate the bases of the game and as you had suspected, this is the postProcessingState and so the DropShadowFilter which causes the problem. Everything works fine if i remove it.
@haze said: Ok, thank you for that start point...But for now i’ve got the sources and a few lines made me crazy…Do you have a modified version of jme3?
…I’d have to know which lines you mean. I build against the latest JME from trunk.
@haze said: Edit: Anyway, i’ve commented these lines which don’t alterate the bases of the game and as you had suspected, this is the postProcessingState and so the DropShadowFilter which causes the problem. Everything works fine if i remove it.
Hmmm… I’ll take a look and see if there is something strange there.
@pspeed said: ...I'd have to know which lines you mean. I build against the latest JME from trunk.
Of course…i’m stupid…
First, these lines in the DropShadowFilter…on line 16X
[java] // Set our custom comparator for shadow casters
RenderQueue rq = vp.getQueue();
GeometryList casters = rq.getShadowQueueContent(ShadowMode.Cast);
casters.setComparator(new CasterComparator());[/java] <span style=“text-decoration:underline;”>
I can use getComparator on a geomList but not set.
And i have 2 times
[java] mat.getAdditionalRenderState().setDepthFunc(TestFunction.Equal);[/java]
in the MazeState.java at line 210 and 230 (protected void generateMazeGeometry() method)
I have setDepthTest and setDepthWrite but not setDepthFunc…
For info i use the latest stable version (3.0.2)
@pspeed said: Hmmm... I'll take a look and see if there is something strange there.
Ok, thanks.
EDIT: ow, and the latest version of lemur is not up to date in the contribution repo
For example this line was bugged with my current version :
[java]blocker.addMouseListener(ConsumingMouseListener.INSTANCE);[/java]
at line 80 in the ErrorState.java … ConsumingMouseListener is unknown.
I’ve taken the .jar in monkeyTrap and it’s ok now.
Just for info .
setComparator and setDepthFunc are in trunk but no in the 3.0.x branch. With the second, you will get some strange visual artifacts, I think.
re: the lemur thing, I added things since the last release. I build against the projects directly from SVN so Monkey Trap is always using the latest stuff.
@haze said: Hello @pspeed,I’ve just tried to run Monkey trap and …
Single player or multiPlayer are the same…(multi screenshot here)…no error message… just a full screen normal map and player infos on the top left corner
I’ve dl the Windows version, and my computer is running a Windows 7 64Bits…anyone else on Windows have the same problem?
I have the same problem it happens for me only if i activate Anti Aliasing, without AA everything is working fine. I’m using Windows 8 64 with a GeForce 670MX graphic card.
Oooh… I never run with AA. Maybe I will get the same error if I do. I will try it when I have a chance.
@Perjin said: I have the same problem it happens for me only if i activate Anti Aliasing, without AA everything is working fine. I'm using Windows 8 64 with a GeForce 670MX graphic card.
Hey, don’t thought to disable AA…i confirm : same thing for me…without AA it’s ok !
@haze said: Hey, don't thought to disable AA...i confirm : same thing for me...without AA it's ok !
Hahah… excellent. Me too. It fails when I turn AA on. That gives me something to look at.
If I recall correctly, the filter shader must use a different method to sample the texture when running with AA. If you don’t handle that case, weird things could happen. Look at how other filters handle this for an example.
@Momoko_Fan said: If I recall correctly, the filter shader must use a different method to sample the texture when running with AA. If you don't handle that case, weird things could happen. Look at how other filters handle this for an example.
Yes, that’s what I was going to do. It’s my null filter that’s the problem and it’s just supposed to be copying the texture… so it has to be the AA sampling.
I fixed my filters to work with AA and re-uploaded a new Monkey Trap release.
In the usual place: https://jmonkeyplatform-contributions.googlecode.com/svn/trunk/zay-es/examples/MonkeyTrap/release/
Note: this also has the latest Zay-ES-Net code which seems to have fixed the ogre movement stuttering and stuff in multiplayer. Encouraging.