java.lang.NullPointerException: in is null at java.util.zip.ZipInputStream.<init>(ZipInputStream.java:101) at java.util.zip.ZipInputStream.<init>(ZipInputStream.java:80) at org.lwjgl.demo.opengl.util.WavefrontMeshLoader.readSingleFileZip(WavefrontMeshLoader.java:89) at org.lwjgl.demo.opengl.util.WavefrontMeshLoader.loadMesh(WavefrontMeshLoader.java:103) at org.lwjgl.demo.opengl.fbo.DepthEdgeShaderDemo20.createCube(DepthEdgeShaderDemo20.java:227) at org.lwjgl.demo.opengl.fbo.DepthEdgeShaderDemo20.init(DepthEdgeShaderDemo20.java:165) at org.lwjgl.demo.opengl.fbo.DepthEdgeShaderDemo20.run(DepthEdgeShaderDemo20.java:397) at org.lwjgl.demo.opengl.fbo.DepthEdgeShaderDemo20.main(DepthEdgeShaderDemo20.java:416)
A few FBO examples work, but most examples exit on startup with this error:
Quote from: TheBoneJarmer on October 19, 2015, 10:50:21A few FBO examples work, but most examples exit on startup with this error:You need to have the /res folder in the source/classpath.
It might be that there is some error somewhere else in your code. Something you just overlooked. But if both computers show different behavior then it becomes likely that it is indeed some problem with the driver.
It might be that you are doing something illegal (by opengl rules) but your driver does not produce an error and instead shows garbage data. This happened to me once. I was passing invalid arguments to an OpenGL function and weird things started to happen. There was no error and nothing, the driver just went with the garbage data.
But I repeat myself: This cannot possibly be the "source" of your problem.It simply CANNOT be. A wrong normal matrix cannot possibly result in some fragments being shown where there was no rasterized geometry. It CANNOT!A wrong normal matrix can however result in wrong lighting calculations where some fragments (that are being produced by visible geometry) are being lit incorrectly.But the "source" of your problem this is surely not. You just tend to always find "manifestations" of the problem when changing something in your shader. But I still suspect a driver bug.