Why isn't the FPS text updating correctly for me?

I update and match the CVS. Then I run ant scripts clean then dist for both jme and jme test. I then goto jME root directory and execute


java -cp "target/jme.jar;target/jmetest-data.jar;target/jmetest.jar;lib/lwjgl.jar" -Djava.library.path=./lib jmetest.base.TestSimpleGame



It loads fine but I don't see any text update at the bottom. What am I doing wrong?


PS: I opened jme.jar with winzip and the file comjmeappdefaultfont.tga is there

Is this for everything, like the Tests and all? Or just in your own app. The only change to SimpleGame in the last month is the font location and a clean copy of the tests runs fine locally. Thoughts?

PS: It still runs fine, even after your change to SimpleGame today to make the fontlocation have no path. Did that solve it for you or are you still having issues?

My change to who path wha? I never commited any font location change that I know of. My LWGJL is being wierd I think. Sigh I don’t know what ot do. I updated drivers but it doesn’t seem to be helping. I’m getting wierd VM crashes and lots of other wierdness. Grug. The text randomly showed up just 30 minutes ago and now I can’t get it back. I’m pretty sure it’s just me.

Well a simple description of the problem is that if I create a simplegame with nothing at all, I can see the FPS update correctly but when I add even a single box, the FPS looks like a big white line. If I run testskybox, the fps has a blue tint. If I run testmd2 the fps looks fine untill I turn on viewing the BoundingBox then the FPS disapears as well as the texture on DrFreak turning totally black. Very strange things going on. I’ve just recently updated my nVidia drivers, and all my microsoft stuff, but still no good.

Ok, I’ve finally got a chance to update from CVS and start playing with things. THere is definately something strange going on. When I run TestMd2 and hit the bounding, the text and model turn black. So I can’t see either one.

Hey cep, yeah, according to CVS you did check that in… anyhow, the real issue though was a bug in texturestate that wasn’t applying textures if i==0 in some cases. That bug is squashed. Sorry for the issues with texture state lately, they are results of trying to push jme into a state where it will work in a real world game.

Can’t wait to test it out when I get back home. I’ll let you know if anything else comes up.

Updated CVS, The first works fine, but the second doesn’t show a text box at the bottom.

public class TestBugs extends SimpleGame{
    public static void main(String[] args) {
        new TestBugs().start();
    }
    protected void simpleInitGame() {
        rootNode.attachChild(new Box("blarg",new Vector3f(0,0,0),new Vector3f(5,5,5)));
        TextureState ts=display.getRenderer().getTextureState();
        ts.setEnabled(true);
// This works
        rootNode.setRenderState(ts);
    }
}



public class TestBugs extends SimpleGame{
    public static void main(String[] args) {
        new TestBugs().start();
    }
    protected void simpleInitGame() {
        rootNode.attachChild(new Box("blarg",new Vector3f(0,0,0),new Vector3f(5,5,5)));
        TextureState ts=display.getRenderer().getTextureState();
//        ts.setEnabled(true);
// This shows no text box at the bottom
        rootNode.setRenderState(ts);
    }
}

fixed… keep 'em coming :slight_smile: