SSAO Filter greenish

hello,

the testssao.java gives me strange results
the whole image has a green appearance

how can i solve this ?

btw : added shadows filter works great

[java]
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(1.3f));
rootNode.addLight(al);

    DirectionalLight dl = new DirectionalLight();
    dl.setColor(ColorRGBA.White);
    dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal());
    rootNode.addLight(dl);
    
    FilterPostProcessor fpp = new FilterPostProcessor(assetManager);

    SSAOFilter ssao = new SSAOFilter(12.940201f, 43.928635f, 0.32999992f, 0.6059958f);
    fpp.addFilter(ssao);

    SSAOUI ui = new SSAOUI(inputManager, ssao);
    
    viewPort.addProcessor(fpp);
    PssmShadowRenderer pssmRenderer = new PssmShadowRenderer(assetManager, 1024, 3);
    pssmRenderer.setDirection(new Vector3f(1, -1, 1));
    viewPort.addProcessor(pssmRenderer);
    rootNode.setShadowMode(ShadowMode.Off);
    
    landscape.setShadowMode(ShadowMode.CastAndReceive);

[/java]

thx

on what os / hardware do you run the test?

Also can you supply screenshot without and with ssao?

Maybe you are running on a Mac? Because then the SSAO- filter is broken… at least last time I checked.

@kwando said: Maybe you are running on a Mac? Because then the SSAO- filter is broken... at least last time I checked.
I already fixed this issue. current revision in SVN should work

@nehon, I can confirm that it is working in the nightly version =) niceness!

i use win xp
an i tried SSAO filters a couple of times
i always get the same result
it is as if all textures in the game were replaced by a normal map with major green componant
the same bug as on mac (i have seen pictures of that bug on the forum)

the only thing i do is to add the four lines of code from the tutorial

here is the image

<cite>@kwando said:</cite> @nehon, I can confirm that it is working in the nightly version =) niceness!

i just do a checkout ? platform update? mine is up to date
do i have to compile anything afterward ?

<cite>@nehon said:</cite> on what os / hardware do you run the test?

Nvidia Geforce 8400 gs

ok i found it here http://www.jmonkeyengine.com/nightly/
ill try this out :slight_smile:

<cite>@kwando said:</cite> @nehon, I can confirm that it is working in the nightly version =) niceness!

i downloaded jME3_2013-05-10.zip but the content has nothing to do with my jmonkeyplatform installation folders
can someone enlight me how to use this nightly build ?

ok i replaced the jar files in my dist with the one from the archive

but now i get this error

[java]
Exception in thread “main” java.lang.UnsatisfiedLinkError: org.lwjgl.opengl.WindowsDisplay.setWindowProc(Ljava/lang/reflect/Method;)V
at org.lwjgl.opengl.WindowsDisplay.setWindowProc(Native Method)
at org.lwjgl.opengl.WindowsDisplay.<clinit>(WindowsDisplay.java:211)
at org.lwjgl.opengl.Display.createDisplayImplementation(Display.java:159)
at org.lwjgl.opengl.Display.<clinit>(Display.java:136)
at mygame.Main.main(Main.java:151)

wich leads to this line :

org.lwjgl.opengl.DisplayMode mo = Display.getDesktopDisplayMode();

[/java]

i removed the line and the i get this error

[java]
java.lang.NoSuchMethodError: de.lessvoid.nifty.render.NiftyRenderEngine.createImage(Ljava/lang/String;Z)Lde/lessvoid/nifty/render/NiftyImage;
at mygame.ProcedurePaletteItemConverter.display(ProcedurePaletteItemConverter.java:34)
at mygame.ProcedurePaletteItemConverter.display(ProcedurePaletteItemConverter.java:9)
at de.lessvoid.nifty.controls.listbox.ListBoxControl.displayElement(ListBoxControl.java:629)
at de.lessvoid.nifty.controls.listbox.ListBoxControl.display(ListBoxControl.java:216)
at de.lessvoid.nifty.controls.listbox.ListBoxImpl.updateView(ListBoxImpl.java:48)
at de.lessvoid.nifty.controls.listbox.ListBoxImpl.updateViewTotalCount(ListBoxImpl.java:338)
at de.lessvoid.nifty.controls.listbox.ListBoxImpl.addItem(ListBoxImpl.java:96)
at de.lessvoid.nifty.controls.listbox.ListBoxControl.addItem(ListBoxControl.java:351)
at mygame.Main.SetupGui(Main.java:954)
at mygame.Main.simpleInitApp(Main.java:190)
at com.jme3.app.SimpleApplication.initialize(SimpleApplication.java:226)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.initInThread(LwjglAbstractDisplay.java:130)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:207)
at java.lang.Thread.run(Thread.java:662)
[/java]

wow my jme 3 is now completely screwed up

can someone tell me how to install the nightly build with an existing platform installation ?

help :frowning:

Go to tools > plugins -> Settings -> jMonkeyEngine Nightly.

Then click Help -> Check for updates

<cite>@wezrule said:</cite> Go to tools > plugins -> Settings -> jMonkeyEngine Nightly.

Then click Help -> Check for updates

ok i had to update some parts of my code
SSAO is working
yepeeee

but anyone knows why PhysicsCollisionObject.createDebugShape is gone from the code ?
is there a replacement for this ?

in the updater of the sdk you can enable the nightly repository.

@curtisnewton said: it is as if all textures in the game were replaced by a normal map with major green componant
Yep, that's exactly the issue. To be exact the issue wasn't related to mac at all, it's just been noticed there first. Actually it was the shader for glsl version < 1.5 that had a mistake. So that's consistent that you may have the issue if you have an old hardware and you are using the RC2.

You could use the nightly to have the issue fixed, but I’d rather recommend that you wait until the upcoming release of JME 3.0.

<cite>@nehon said:</cite> Yep, that's exactly the issue. To be exact the issue wasn't related to mac at all, it's just been noticed there first. Actually it was the shader for glsl version < 1.5 that had a mistake. So that's consistent that you may have the issue if you have an old hardware and you are using the RC2.

You could use the nightly to have the issue fixed, but I’d rather recommend that you wait until the upcoming release of JME 3.0.

as written prviously, i updated to the nightly build

but do you know when JME 3.0 final version will be released ?

i noticed temporal lags in the frame rate of the nightly build that i did not have before i udid the update to nightly