I just analyzed the performance of my game with the Performance Analyzer (PerfAnal) and discovered that the glGetError() takes more that 50% of the CPU usage.
Is there something strange with this figure? I also tried to bypass this call by Display.update() because I thought that the call to glGetError() was mainly for debugging purposes but I decided to ask before I spend too much time with this.
It's probably because the pipeline is flushed in glGetError(). Performance will not go up if you remove it.
Thanks! Then I will try to optimize the "normal" way instead of worrying about this.