Rendering water on 3.1

Continuing the discussion from Is water broken on 3.1?:

I have tried the same code on Mac OSX 10.10 with geforce 320m, and I get the same bad results. To recap:

Works OK on:

Win 7 32bit
geforce 8600m

Works BAD on:

Win 7 64bit
intel HD 2000

Mac OSX 10.10
geforce 320m

When it happens:
When I use water plugin AND I’m above the water level

Which version are affected
The 3.1 master

What I see:
The gui node works, but the scenegraph is filled with solid color (my guess is that a pixel on a corner is duplicated everywhere)

Summoning @Momoko_Fan and @nehon

so much things to do so little time :frowning:
I’ll look into it

1 Like

I think I also had that problem on windows with intel integrated cards and with 3.0 on mac.

I guess its some not fully supported feature in the shader?

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Works on my computer…must be your code :wink:

I’m kidding, I’ll test on my work’s mac, I hope I’ll have the issue.

Does yours look like this:?=

Apr 16, 2015 12:34:29 AM com.jme3.system.JmeDesktopSystem initialize
INFO: Running on jMonkeyEngine 3.1.0 (snapshot-github)
 * Branch: master
 * Git Hash: 8818c01
 * Build Date: 2015-03-06
Apr 16, 2015 12:34:29 AM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: LWJGL 2.9.3 context running on thread jME3 Main
 * Graphics Adapter: null
 * Driver Version: null
 * Scaling Factor: 1
Apr 16, 2015 12:34:29 AM com.jme3.renderer.opengl.GLRenderer loadCapabilitiesCommon
INFO: OpenGL Renderer Information
 * Vendor: X.Org
 * Renderer: Gallium 0.4 on AMD PITCAIRN
 * OpenGL Version: 3.0 Mesa 10.5.3
 * GLSL Version: 1.30
Apr 16, 2015 12:34:29 AM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio Device: OpenAL Soft
Apr 16, 2015 12:34:29 AM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio Vendor: OpenAL Community
Apr 16, 2015 12:34:29 AM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio Renderer: OpenAL Soft
Apr 16, 2015 12:34:29 AM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio Version: 1.1 ALSOFT 1.15.1
Apr 16, 2015 12:34:29 AM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: ALC extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_loopback
Apr 16, 2015 12:34:29 AM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: AL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency
Apr 16, 2015 12:34:29 AM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: AudioRenderer supports 64 channels
Apr 16, 2015 12:34:29 AM com.jme3.audio.openal.ALAudioRenderer initOpenAL
WARNING: Pausing audio device not supported.
Apr 16, 2015 12:34:29 AM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio effect extension version: 1.0
Apr 16, 2015 12:34:29 AM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio max auxilary sends: 4

I managed to reproduce the issue on a mac book pro. But I don’t even see the mountains.
I’ll fix it.

2 Likes

More or less, but I don’t see the sky. I just see a flat color fullscreen; probably because you are also using light scattering.

:+1::+1::+1::+1::+1::+1::+1::+1::+1::+1::+1::+1::+1:

Ok that’s fixed on master.
That was a very dumb issue, I forgot to declare a world param for the GLSL100 version of the shader.

2 Likes

Yes that was it fixed it for me too :wink: (Finally all example effects work on the opensource mesa drivers :wink: )
Thank you very much.