Multitexture issue in Intel Macbooks

Hi all,



I'm having some issues with an Intel based macbook. My demos run fine, but without multitexture. I thought it was some mistake in my code until I started trying the jmetest package. The multitexture example run, but without the multitexture, only the monkey logo apears on the cube.



I'm using CVS version of JME, and I still don't know if this is a hardware problem or some wrong lwjgl binary. I think I'm using the most recent ones.



BTW, the macbook I'm using is based on a Intel GMA 950 integrated graphics processor. I used to run multitexture on a HP Pavillion with Intel GM915 graphics, so I can't believe this is a hardware problem.



Thanks in advance.



Erick Passos

What does the console say when you run TestMultitexture?  For example, this machine says:


INFO: Running on: ati2dvag
Driver version: 6.14.10.6660
ATI Technologies Inc. - RADEON 9800 XT x86/SSE2 - 2.0.6287 WinXP Release
...
This video card has a total of 16 texture units.
This video card has a total of 8 fixed function pipeline texture units.
This video card has a total of 16 units available for fragment shaders.
This video card has a total of 0 units available for vertex shaders.

Here is the complete output:



22/Mai/2007 14:46:09 com.jme.renderer.lwjgl.LWJGLRenderer <init>
INFO: LWJGLRenderer created. W:  640H: 480
22/Mai/2007 14:46:09 com.jme.app.BaseSimpleGame initSystem
INFO: Running on: null
Driver version: null
Intel Inc. - Intel GMA 950 OpenGL Engine - 1.2 APPLE-1.4.52
22/Mai/2007 14:46:09 com.jme.renderer.AbstractCamera <init>
INFO: Camera created.
22/Mai/2007 14:46:10 com.jme.util.lwjgl.LWJGLTimer <init>
INFO: Timer resolution: 1000 ticks per second
22/Mai/2007 14:46:10 com.jme.scene.Node <init>
INFO: Node created.
22/Mai/2007 14:46:10 com.jme.scene.Node <init>
INFO: Node created.
22/Mai/2007 14:46:10 com.jme.scene.Node attachChild
INFO: Child (FPS label) attached to this node (FPS node)
22/Mai/2007 14:46:10 com.jme.scene.Node attachChild
INFO: Child (Box) attached to this node (rootNode)
This video card has a total of 16 texture units.
This video card has a total of 1 fixed function pipeline texture units.
This video card has a total of 16 units available for fragment shaders.
This video card has a total of 0 units available for vertex shaders.
22/Mai/2007 14:46:10 com.jme.scene.batch.GeomBatch checkTextureCoordinates
WARNING: Texture coordinates set for unit 1. Only 1 units are available.
22/Mai/2007 14:46:13 com.jme.app.BaseSimpleGame cleanup
INFO: Cleaning up resources.
22/Mai/2007 14:46:13 com.jme.app.BaseGame start
INFO: Application ending.



Is because of the single fixed function texture unit?
perick said:

Is because of the single fixed function texture unit?


Yes...  which I find pretty odd given the other numbers.  Is it possible this is a display config setting or something?  Anyone else have some ideas?

I also find it disapointing that apple releases a driver with opengl version 1.2 implemented when the hardware is capable of 1.4 functionality.



Is 1.2 enought for JME, despite the multitexture issue?

Yes, and you should be able to still accomplish multitexturing via multi-pass.  See jmetest.renderer.TestMultitexturePass

That's it. I read that multitexture is a feature of opengl version 1.3 and above. Shame on apple.



I'll test the TestMultitexturePass though.



Thanks a lot Renanse.

Yes, multipass rendering worked. I'll go ahead and refactor my code. Thanks again.



Learning more bits every day.

Sucks that you have to do that as it looks like that card should easily be capable of normal multitexuring.  :frowning:

I'm sure it is capable. My old laptop is a HP Pavillion with an older intel GMA900, witch is suposed to be worse. The GMA900 isn't capable of the aero vista interface, and the GMA950 (the same I have in my macbook) is aero ready. In this old GMA900 (HP Pavillion 4275nr) I could run multiteture easilly, no complains. It only lacks advanced shader support.



Hope they plan to release an update any time (not soon, I'm certain).