Unexpected reply from glCheckFramebufferStatusEXT: 36061

I don’t know if this is due to the new changes in jME or the fact I updated my drivers a few weeks ago to the Forceware version 162.18 drivers (the glsl tests used to work before).



I’ve uploaded the full GL info of my card to in case that can be of any help:



http://gentlemanhal.googlepages.com/GraphicsCardSpecification.htm





Happens in TestIsland, TestBloom, TestSketch, TestProjectedWater



TestMotionBlur works but runs at 0 fps  :expressionless:



25-Aug-2007 14:30:48 com.jme.system.lwjgl.LWJGLDisplaySystem getValidDisplayMode
INFO: Selected DisplayMode: 800 x 600 x 32 @75Hz
...
25-Aug-2007 14:30:50 com.jme.app.BaseSimpleGame initSystem
INFO: Running on: nv4_disp
Driver version: 6.14.11.6218
NVIDIA Corporation - GeForce FX 5500/AGP/SSE2 - 2.1.1
...
25-Aug-2007 14:30:53 com.jme.renderer.lwjgl.LWJGLTextureRenderer <init>
INFO: FBO support detected.
...
25-Aug-2007 14:30:54 com.jmex.effects.water.WaterRenderPass reloadShader
INFO: Shader reloaded...
...
25-Aug-2007 14:30:54 class com.jme.renderer.lwjgl.LWJGLTextureRenderer render(Spatial, Texture)
SEVERE: Exception
java.lang.RuntimeException: Unexpected reply from glCheckFramebufferStatusEXT: 36061
   at com.jme.renderer.lwjgl.LWJGLTextureRenderer.checkFBOComplete(LWJGLTextureRenderer.java:431)
   at com.jme.renderer.lwjgl.LWJGLTextureRenderer.render(LWJGLTextureRenderer.java:383)
   at com.jme.renderer.lwjgl.LWJGLTextureRenderer.render(LWJGLTextureRenderer.java:324)
   at com.jmex.effects.water.WaterRenderPass.renderReflection(WaterRenderPass.java:469)
   at com.jmex.effects.water.WaterRenderPass.doRender(WaterRenderPass.java:331)
   at com.jme.renderer.pass.Pass.renderPass(Pass.java:90)
   at com.jme.renderer.pass.BasicPassManager.renderPasses(BasicPassManager.java:89)
   at com.jme.app.SimplePassGame.render(SimplePassGame.java:81)
   at com.jme.app.BaseGame.start(BaseGame.java:82)
   at jmetest.terrain.TestIsland.main(TestIsland.java:63)
25-Aug-2007 14:30:54 class com.jme.renderer.lwjgl.LWJGLTextureRenderer render(Spatial, Texture)
SEVERE: Exception
java.lang.RuntimeException: Unexpected reply from glCheckFramebufferStatusEXT: 36061
   at com.jme.renderer.lwjgl.LWJGLTextureRenderer.checkFBOComplete(LWJGLTextureRenderer.java:431)
   at com.jme.renderer.lwjgl.LWJGLTextureRenderer.render(LWJGLTextureRenderer.java:383)
   at com.jme.renderer.lwjgl.LWJGLTextureRenderer.render(LWJGLTextureRenderer.java:324)
   at com.jmex.effects.water.WaterRenderPass.renderRefraction(WaterRenderPass.java:496)
   at com.jmex.effects.water.WaterRenderPass.doRender(WaterRenderPass.java:337)
   at com.jme.renderer.pass.Pass.renderPass(Pass.java:90)
   at com.jme.renderer.pass.BasicPassManager.renderPasses(BasicPassManager.java:89)
   at com.jme.app.SimplePassGame.render(SimplePassGame.java:81)
   at com.jme.app.BaseGame.start(BaseGame.java:82)
   at jmetest.terrain.TestIsland.main(TestIsland.java:63)
25-Aug-2007 14:30:55 class jmetest.terrain.TestIsland start()
SEVERE: Exception in game loop
org.lwjgl.opengl.OpenGLException: Invalid framebuffer operation (1286)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:53)
   at org.lwjgl.opengl.Display.swapBuffers(Display.java:591)
   at org.lwjgl.opengl.Display.update(Display.java:609)
   at com.jme.renderer.lwjgl.LWJGLRenderer.displayBackBuffer(LWJGLRenderer.java:514)
   at com.jme.app.BaseGame.start(BaseGame.java:85)
   at jmetest.terrain.TestIsland.main(TestIsland.java:63)
25-Aug-2007 14:30:55 com.jme.app.BaseSimpleGame cleanup
INFO: Cleaning up resources.
25-Aug-2007 14:30:55 com.jme.app.BaseGame start
INFO: Application ending.

This is a know issue, see this thread. I believe it is caused by jME’s handling of FBO, because I know FBO works on my card (I ran tests, and games that use it work on my PC).

36061 is a status code we weren't checking for on checkFBOcomplete…  GL_FRAMEBUFFER_UNSUPPORTED_EXT.  It looks like your card supports FBO, but not the way that test wants to use them.  All of this is under investigation and should be resolved soon.  (keep these coming in as we make commits though so we can iron bugs out of the 1.0 code.)

Oppsy that'll teach me not to search before I post.



Thanks for the info guys.

After updating from CVS today all the above tests now work  :slight_smile:



Although they all run horribly (~5fps)  :frowning:



They always ran pretty badly but I'm sure it wasn't that bad, would there be any particular reason they would now be running slower or am I just imagining things?

Maybe they are running correctly now, (fully)?  :)  Or perhaps your card has a slower fbo implementation?  (Although technically, pbuffers should be slower due to context switching.)