Hi everybody,
I’m completely new to jmonkey, so I’m working through the tutorials. I tried the Materials Tutorial from the beginner sessions and the cube that should be transparent actually is not. Also the Ball should show BumpMapping, but it doesnt.
I just copied the code so you don’t have to look it up
[java]package jme3test.helloworld;
import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.texture.Texture;
import com.jme3.util.TangentBinormalGenerator;
import com.jme3.renderer.queue.RenderQueue.Bucket;
/** Sample 6 - how to give an object’s surface a material and texture.
- How to make objects transparent, or let colors "leak" through partially
- transparent textures. How to make bumpy and shiny surfaces. /
public class HelloMaterial extends SimpleApplication {
public static void main(String[] args) {
HelloMaterial app = new HelloMaterial();
app.start();
}
@Override
public void simpleInitApp() {
/* A simple textured cube – in good MIP map quality. /
Box boxshape1 = new Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f);
Geometry cube = new Geometry(“My Textured Box”, boxshape1);
Material mat_stl = new Material(assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
Texture tex_ml = assetManager.loadTexture(“Interface/Logo/Monkey.jpg”);
mat_stl.setTexture(“ColorMap”, tex_ml);
cube.setMaterial(mat_stl);
rootNode.attachChild(cube);
/* A translucent/transparent texture, similar to a window frame. /
Box boxshape3 = new Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f);
Geometry window_frame = new Geometry(“window frame”, boxshape3);
Material mat_tt = new Material(assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
mat_tt.setTexture(“ColorMap”,
assetManager.loadTexture(“Textures/ColoredTex/Monkey.png”));
mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
window_frame.setMaterial(mat_tt);
/* Objects with transparency need to be in the render bucket for transparent objects: /
window_frame.setQueueBucket(Bucket.Transparent);
rootNode.attachChild(window_frame);
/* A cube with base color “leaking” through a partially transparent texture /
Box boxshape4 = new Box(new Vector3f(3f,-1f,0f), 1f,1f,1f);
Geometry cube_leak = new Geometry(“Leak-through color cube”, boxshape4);
Material mat_tl = new Material(assetManager, “Common/MatDefs/Misc/Unshaded.j3md”);
mat_tl.setTexture(“ColorMap”,
assetManager.loadTexture(“Textures/ColoredTex/Monkey.png”));
mat_tl.setColor(“Color”, new ColorRGBA(1f,0f,1f, 1f)); // purple
cube_leak.setMaterial(mat_tl);
rootNode.attachChild(cube_leak);
/* A bumpy rock with a shiny light effect /
Sphere rock = new Sphere(32,32, 2f);
Geometry shiny_rock = new Geometry(“Shiny rock”, rock);
rock.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
TangentBinormalGenerator.generate(rock); // for lighting effect
Material mat_lit = new Material(assetManager, “Common/MatDefs/Light/Lighting.j3md”);
mat_lit.setTexture(“DiffuseMap”,
assetManager.loadTexture(“Textures/Terrain/Pond/Pond.png”));
mat_lit.setTexture(“NormalMap”,
assetManager.loadTexture(“Textures/Terrain/Pond/Pond_normal.png”));
mat_lit.setFloat(“Shininess”, 5f); // [0,128]
shiny_rock.setMaterial(mat_lit);
shiny_rock.setLocalTranslation(0,2,-2); // Move it a bit
shiny_rock.rotate(1.6f, 0, 0); // Rotate it a bit
rootNode.attachChild(shiny_rock);
/* Must add a light to make the lit object visible! */
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(1,0,-2).normalizeLocal());
sun.setColor(ColorRGBA.White);
rootNode.addLight(sun);
}
}[/java]
I’m using winXP Sp3 with a NVidia Geforce GTX260. Could this be a driver problem? I updated the drivers but it didn’t help.
Maybe someone has an idea on what to do.
Thanks