Problem with Transparency and BumpMapping

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

It works for me. Also, in the scene there’s only a transparent plane, not cube