Problem with FengGUI

I'm so sorry Core-Dump,



I'm a stupid.  :smiley:



Just remove MouseInput.get().setCursorVisible(true);



Well, thank you a bunch!

Warning!!!



A sub problem appears!



For example, You just add an explosion per 3 second, you'll see FengGUI layer disappear!  :?

i don't see a problem there, how do you create the explosion

I used ExplosionFactory class from jme package. It's ok if I run project on the computer with ATI graphics card, but not on other with NVIDIA graphics card.



P/S: I copied overall this project from ATI card computer to other!

Thats how i tried it and it works nicely, i also have an nvidia

Did you call ExplosionFactory.warmup?

Also the ExplosionFactory create a ZBufferstate which is disabled, i think usually you want it enabled but not writable.



    public void createParticle() {
        ExplosionFactory.warmup();
        ParticleMesh p = ExplosionFactory.getSmallExplosion();
        boxNode.attachChild(p);
        p.forceRespawn();
    }

Hi Core-Dump,



I solved that problem when I set some attributes of setting object (in StandardGame class).



And now, I get another problem!

Could you add an camera node (like in TestCameraMan) into 3D layer?



In my case, It throughs an null pointer exception when I try to create an texture renderer!



P/S: I think FengGUI causes this problem! I mean an conflict appear when trying to use OpenGL to render 2D.

It's OK if I make an texture renderer in Callable object's call() method

dinhnguyenquoc said:

It's OK if I make an texture renderer in Callable object's call() method


thats correct the way to do it, the texture renderer needs to be created inside the opengl thread, otherwise you get the NPE.

I agree with you about creating inside OpenGL thread. Actually, I would like to create a manager class to manage or create objects like texture renderer. So, It's easy to use & manage more  :smiley:



I'll try to do it. Thanks Core-Dump.

Core-Dump said:

dinhnguyenquoc said:

It's OK if I make an texture renderer in Callable object's call() method


thats correct the way to do it, the texture renderer needs to be created inside the opengl thread, otherwise you get the NPE.


Hi Core-Dump,

I just post a new topic relate to manage opengl thread http://www.jmonkeyengine.com/jmeforum/index.php?topic=8885.0 .I hope you can give me a hand to solve that problem.  :D