Hi ^^ I solved all my matters with IDE but now when i try to run my game an error appears on console:“Multisample textures not supported by render software”
What are multisample textures and how can i solve this?Maybe this is gonna be a real problem to releasing the game as a multi-platform software.
I just asked what multisample textures are.I have antialiasing and numsamples enabled and drivers should be updated.I don’t have any chance to post specs now,i’ll do as soon as possible.
All i can say is that i run it without matters with MESA drivers and ATI juniper pro on Kubuntu 14.04
com.jme3.renderer.RendererException: Multisample textures are not supported by the video hardware.
Loading player
at com.jme3.renderer.opengl.GLRenderer.convertTextureType(GLRenderer.java:1709)
at com.jme3.renderer.opengl.GLRenderer.updateTexImageData(GLRenderer.java:1973)
at com.jme3.renderer.opengl.GLRenderer.updateRenderTexture(GLRenderer.java:1422)
at com.jme3.renderer.opengl.GLRenderer.updateFrameBufferAttachment(GLRenderer.java:1445)
at com.jme3.renderer.opengl.GLRenderer.updateFrameBuffer(GLRenderer.java:1476)
at com.jme3.renderer.opengl.GLRenderer.setFrameBuffer(GLRenderer.java:1573)
at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1005)
at com.jme3.renderer.RenderManager.render(RenderManager.java:1078)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:260)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:152)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:192)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:233)
at java.lang.Thread.run(Thread.java:745)
Now i disabled all features(PBR,radial blur,parallax etc…) And game runned once.When i tried to restart this error appeared again (effects were enabled) so i think is something about them.
Just a gues, did you install the drivers from intel? or did you let windows update handle it? Cause older intel drivers are pretty crappy and update is rarely uptodate
This is weird, because I thought we didn’t require multisample texture support for multisampling in filters, instead we use copyFrameBuffer for this. @nehon do you have any idea?
You can change the check to Caps.TextureMultisample, but then you will need to enable the extension in the shader which might be a bit tedious. Maybe easier to just require OpenGL 3.2 for this.