Test3DFlatText error

I've tested the Test3dFlatText and i get this error log.



INFO: Node created.
Jul 24, 2008 10:24:23 PM com.jmex.game.DefaultUncaughtExceptionHandler uncaughtException
SEVERE: Main game loop broken by uncaught exception
java.lang.UnsatisfiedLinkError: initGVIDs
at sun.font.SunLayoutEngine.initGVIDs(Native Method)
at sun.font.SunLayoutEngine.<clinit>(SunLayoutEngine.java:83)
at sun.font.GlyphLayout.get(GlyphLayout.java:168)
at java.awt.Font.layoutGlyphVector(Font.java:2240)
at com.jmex.font3d.Font3D.<init>(Font3D.java:117)
at jmetest.text.Test3DFlatText$1.call(Test3DFlatText.java:61)
at com.jme.util.GameTask.invoke(GameTask.java:101)
at com.jme.util.GameTaskQueue.execute(GameTaskQueue.java:115)
at com.jmex.game.StandardGame.update(StandardGame.java:350)
at com.jmex.game.StandardGame.run(StandardGame.java:225)
at java.lang.Thread.run(Thread.java:595)


My config is: Sun SDK 1.5.0_11 - Windows XP SP2 - Radeon X1600 (Macbook PRO)

ok…

there isnt any other way to show text in 3d coords ?

or an extra line commands to make it works? just for now :slight_smile:

i have the same error trying to use Text3d in my game…



i have no idea how fix :confused:

Probably because AWT is being accessed outside of the AWT thread. I can put this on my list of threading issues to look at, unless someone else wants to check this out. For JMEDesktop, I'm trying out the creation of an AwtState internal class that holds all AWT objects and functions to use them. That way, any time I access stuff in AwtState I know I have to do a SwingUtilities.invokeAndWait() or something.

but there is something wrong…



i have 3 pcs here… in 2 of them… the Text3d works perfectly…



the third one… doesnt works…

keep showing that msg error…



Jul 24, 2008 10:24:23 PM com.jmex.game.DefaultUncaughtExceptionHandler uncaughtException

SEVERE: Main game loop broken by uncaught exception

java.lang.UnsatisfiedLinkError: initGVIDs

  at sun.font.SunLayoutEngine.initGVIDs(Native Method)

  at sun.font.SunLayoutEngine.<clinit>(SunLayoutEngine.java:83)

  at sun.font.GlyphLayout.get(GlyphLayout.java:168)

  at java.awt.Font.layoutGlyphVector(Font.java:2240)

  at com.jmex.font3d.Font3D.<init>(Font3D.java:117)

  at jmetest.text.Test3DFlatText$1.call(Test3DFlatText.java:61)

  at com.jme.util.GameTask.invoke(GameTask.java:101)

  at com.jme.util.GameTaskQueue.execute(GameTaskQueue.java:115)

  at com.jmex.game.StandardGame.update(StandardGame.java:350)

  at com.jmex.game.StandardGame.run(StandardGame.java:225)

  at java.lang.Thread.run(Thread.java:595)



i am sure that i config the Native Lib correctly… but i dont know what is causing this error…

anyone can help plz?

alucardeck said:

but there is something wrong...

i have 3 pcs here... in 2 of them... the Text3d works perfectly..

the third one.. doesnt works..
keep showing that msg error..

<snip trace>

i am sure that i config the Native Lib correctly... but i dont know what is causing this error...
anyone can help plz?


As I said, its most likely an AWT threading issue. The fact that it works on 2 computers and not 1 re-enforces that theory. I'll hopefully have time on Wednesday night to look at this if no one else checks it out.

no one yet? =[

This test works fine on OSX 10.5 Leopard.

Seems a Sun jvm error but its not caused on Test3DText that uses the same Font3D and Text3D.

Test3DText uses SimpleGame and Text3DFlatText uses StandardGame.



Somebody know how to fix?

I found that if i create a java.awt.Frame (dont need to show it up) the problem with initGVIDs are gone.

Must be something that Frame constructor do, i didnt have time to debug yet. But solved my Windows specific problem.