java - LibGDX basic stage draw error -


i'm trying create game, code keeps giving me error:

exception in thread "lwjgl application" java.lang.illegalargumentexception: no uniform name 'u_projmodelview' in shader @ com.badlogic.gdx.graphics.glutils.shaderprogram.fetchuniformlocation(shaderprogram.java:287) @ com.badlogic.gdx.graphics.glutils.shaderprogram.fetchuniformlocation(shaderprogram.java:277) @ com.badlogic.gdx.graphics.glutils.shaderprogram.setuniformmatrix(shaderprogram.java:507) @ com.badlogic.gdx.graphics.glutils.shaderprogram.setuniformmatrix(shaderprogram.java:498) @ com.badlogic.gdx.graphics.glutils.immediatemoderenderer20.flush(immediatemoderenderer20.java:147) @ com.badlogic.gdx.graphics.glutils.immediatemoderenderer20.end(immediatemoderenderer20.java:160) @ com.badlogic.gdx.graphics.glutils.shaperenderer.end(shaperenderer.java:1104) @ com.badlogic.gdx.graphics.glutils.shaperenderer.check(shaperenderer.java:1092) @ com.badlogic.gdx.graphics.glutils.shaperenderer.rect(shaperenderer.java:389) @ com.badlogic.gdx.scenes.scene2d.ui.table.drawdebugrects(table.java:1224) @ com.badlogic.gdx.scenes.scene2d.ui.table.drawdebug(table.java:1204) @ com.badlogic.gdx.scenes.scene2d.group.drawdebugchildren(group.java:156) @ com.badlogic.gdx.scenes.scene2d.group.drawdebug(group.java:139) @ com.badlogic.gdx.scenes.scene2d.stage.drawdebug(stage.java:169) @ com.badlogic.gdx.scenes.scene2d.stage.draw(stage.java:132) @ net.lukshe.lukshegame2.screens.mainmenu.render(mainmenu.java:71) @ com.badlogic.gdx.game.render(game.java:46) @ net.lukshe.lukshegame2.lukshegame.render(lukshegame.java:23) @ com.badlogic.gdx.backends.lwjgl.lwjglapplication.mainloop(lwjglapplication.java:215) @ com.badlogic.gdx.backends.lwjgl.lwjglapplication$1.run(lwjglapplication.java:120) 

mainmenu.java:

import com.badlogic.gdx.gdx; import com.badlogic.gdx.screen; import com.badlogic.gdx.graphics.color; import com.badlogic.gdx.graphics.gl30; import com.badlogic.gdx.graphics.g2d.bitmapfont; import com.badlogic.gdx.graphics.g2d.textureatlas; import com.badlogic.gdx.scenes.scene2d.stage; import com.badlogic.gdx.scenes.scene2d.ui.label; import com.badlogic.gdx.scenes.scene2d.ui.skin; import com.badlogic.gdx.scenes.scene2d.ui.table; import com.badlogic.gdx.scenes.scene2d.ui.textbutton; import com.badlogic.gdx.scenes.scene2d.ui.textbutton.textbuttonstyle;  public class mainmenu implements screen {  private stage stage; //done private textureatlas atlas; //done private skin skin; //done private table table; //done private textbutton buttonplay, buttonexit; private bitmapfont white; //done private label heading;  @override public void show() {     stage = new stage();      atlas = new textureatlas("ui/button.pack");     skin = new skin(atlas);     table = new table(skin);     table.setbounds(0, 0, gdx.graphics.getwidth(), gdx.graphics.getheight());     white = new bitmapfont(gdx.files.internal("font/white.fnt"), false);      //set button style     textbuttonstyle textbuttonstyle = new textbuttonstyle();     textbuttonstyle.up = skin.getdrawable("buttonup");     textbuttonstyle.down = skin.getdrawable("buttondown");     textbuttonstyle.pressedoffsetx = 1;     textbuttonstyle.pressedoffsety = -1;     textbuttonstyle.font = white;     textbuttonstyle.fontcolor = color.black;      //creating exit button     buttonexit = new textbutton("exit", textbuttonstyle);     buttonexit.pad(20);      //add button table     table.add(buttonexit);      //debug     table.debug();      //add table stage     stage.addactor(table);  }  @override public void render(float delta) {     //opengl settings     gdx.gl.glclearcolor(0, 0, 0, 1);     gdx.gl.glclear(gl30.gl_color_buffer_bit);      //render @ speed of delta     stage.act(delta);      //draw stage     stage.draw();  } 

lukshegame.java:

public class lukshegame extends game {  public static final string name = "lukse game (libgdx)", version = "pre-alpha 0.0.0.2";  @override public void create() {     setscreen(new splash()); }  @override public void dispose() {          super.dispose(); }  @override public void render() {     super.render(); }  @override public void resize(int width, int height) {          super.resize(width, height); }  @override public void pause() {     super.pause(); }  @override public void resume() {           super.resume(); } 

}

if can me, please help.

edit: mainmenu.java called splash.java. in splash class i'm using tween engine increase , decrease opacity of splash screen. splash.java:

public class splash implements screen {  private spritebatch batch; private sprite splash; private tweenmanager twm;   @override public void show() {     batch = new spritebatch();     twm = new tweenmanager();     tween.registeraccessor(sprite.class, new spriteaccessor());      texture splashtexture = new texture(gdx.files.internal("images/splash.png"));     splash = new sprite(splashtexture);     splash.setsize(gdx.graphics.getwidth(), gdx.graphics.getheight());      tween.set(splash, spriteaccessor.alpha).target(0).start(twm);     tween.to(splash, spriteaccessor.alpha, 2).target(1).repeatyoyo(1, 2).setcallback(new tweencallback() {         @override         public void onevent(int type, basetween<?> source) {             ((game) gdx.app.getapplicationlistener()).setscreen(new mainmenu());         }     }).start(twm); }  @override public void render(float delta) {     gdx.gl.glclearcolor(0, 0, 0, 1);     gdx.gl.glclear(gl30.gl_color_buffer_bit);      twm.update(delta);      batch.begin();     splash.draw(batch);     batch.end();  }  @override public void resize(int width, int height) {  }  @override public void pause() {  }  @override public void resume() {  }  @override public void hide() {  }  @override public void dispose() {     batch.dispose();     splash.gettexture().dispose(); } 

}


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