Trouble running tests

Hi,



I have just installed jme in eclipse on my Mac Book Pro (Mac os x 10.4.10).



When I try to run any of the test applications under jmetest.TutorialGuide I

got an OpenGlException:



SEVERE: Exception in game loop

org.lwjgl.opengl.OpenGLException: Invalid operation (1282)

at org.lwjgl.opengl.Util.checkGLError(Util.java:53)

at org.lwjgl.opengl.Display.swapBuffers(Display.java:592)

at org.lwjgl.opengl.Display.update(Display.java:610)

at com.jme.renderer.lwjgl.LWJGLRenderer.displayBackBuffer(LWJGLRenderer.java:514)

at com.jme.app.BaseGame.start(BaseGame.java:85)

at jmetest.TutorialGuide.HelloWorld.main(HelloWorld.java:51)

Aug 12, 2007 3:01:24 PM com.jme.app.BaseSimpleGame cleanup

INFO: Cleaning up resources.

Aug 12, 2007 3:01:24 PM com.jme.app.BaseGame start

INFO: Application ending.





I have search this forum but I can't find an answer to my odd problem, can

any one help?



Cheers

Have you tried to run the webstart demos? Looks like your card's opengl drivers refuse to play with jME/lwjgl. Are you sure that the problem exists with even the most basic tests from the system section?

Yes, I have tested the web start demos and they work perfectly…



I got the WaterTest to run within eclipse just recently, but it had some minor glitches. I didnt get

the Exception though.



I installed Mustang a while ago, maybe it has something to do with this problem?

I should also add that the Exception occurs after the JMonkeyDialog. 





I have tested the following tests:


  • HelloWorld.java
  • HelloTriMesh.java
  • HelloStates.java
  • HelloTerrain.java 



    I have different screen resolutions and both 16bpp and 32bpp.



    Thanks for answers…

Just busting out some uneducated guesses (never used eclipse much, much less any macs):


  • check if your jdk version is something other than what webstart uses - other vendor/version? It's probably best to use a sun jdk with jME to avoid trouble.

  • do you use a release build? Try the cvs/nightly version. Or vice versa.


I downloaded the nightly build (used csv version earlier) and now its

working! :slight_smile:





Thanks man for your help




You're welcome :slight_smile: Can you put your finger on where exactly the difference between the nightly build and the cvs version was?

I'm getting the same problem.



I'm running a first generation (black) macbook. Currently trying rolling back the JME version to see if this changes anything.

The nightly build works fine, but rolling back the cvs doesn't. Tried doing it for a day and a couple of days. Very strange…

I have the same problem on my MacBook Pro running Mac OS X 10.4.10.

When  the game starts it just crashes with this stack trace (this is the flagrush example lesson 7):


SEVERE: Exception in game loop
org.lwjgl.opengl.OpenGLException: Invalid operation (1282)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:56)
   at org.lwjgl.opengl.Display.swapBuffers(Display.java:555)
   at org.lwjgl.opengl.Display.update(Display.java:571)
   at com.jme.renderer.lwjgl.LWJGLRenderer.displayBackBuffer(LWJGLRenderer.java:514)
   at com.jme.app.BaseGame.start(BaseGame.java:85)
   at jmetest.flagrushtut.lesson7.Lesson7.main(Lesson7.java:130)
Aug 13, 2007 2:16:16 PM com.jme.app.BaseGame start



Everything worked fine until I updated from CVS today. Luckily only one file changed.
Revision 1.92 of the file com.jme.scene.state.lwjgl.LWJGLTextureState.java broke things. Rolling it back to 1.91 fixed it again.
Whatever is causing the error must be somewhere in that file, I guess.

Well, that is one for the devs to figure out  :stuck_out_tongue:



Thanks for the contribution.

Good thing I just happened to see this amongst the forum clutter…  Someone PM me next time. :slight_smile:



The change was to open up usage of texture settings for textures above your fixed limit.  See this thread:



http://www.jmonkeyengine.com/jmeforum/index.php?topic=5627.0



Now I'm wondering how we can detect and reconcile the card abilities…  :?

Ok, I've researched this topic more thoroughly and have some fixes to put in place.  Look for it by tomorrow.

I've got the same problem with my project here when updated CVS.



Ready to test the new fixes when Renanse commits them.



Mac Book white (Intel core 2 duo - GMA 950)

Mac OSX 10.4.10

Lots of updates are ready for CVS commit.  Look for some API pain tomorrow.

I think I'm in love with API pain… No problem. I'd be grateful if you could just list maybe 2 or 3 new good stuff comming with this commit…

Renanse,



Did you commited anything related to this in the CVS today? After updating about 75 classes I'm still getting the same error:


SEVERE: Main game loop broken by uncaught exception
org.lwjgl.opengl.OpenGLException: Invalid operation (1282)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:56)
   at org.lwjgl.opengl.Display.swapBuffers(Display.java:555)
   at org.lwjgl.opengl.Display.update(Display.java:571)
   at com.jme.renderer.lwjgl.LWJGLRenderer.displayBackBuffer(LWJGLRenderer.java:514)
   at com.jmex.game.StandardGame.run(StandardGame.java:190)
   at java.lang.Thread.run(Thread.java:613)



Didn't have to change anything related to API changes. But in every test I get this error.

All changes are in now (not everything was in when you posted your comment though.)  Please resync, run a clean and try it again.

With the fixes everything runs great now on my MacBook.

Seems like it's quite a bit faster too, or is that just me?



Btw: Sorry about the bug report in the forums like this. I'll put it in the issue tracker next time.

Good to hear things are running well now. :)  Could be faster.  We've cleaned up a lot and lwjgl has added some optimization as well.