Hello.
I'm getting error reports on my LWJGL games and I would like to have a more detailed error message from them. So I'd like to check OpenGL, OpenAL, ... versions before the game gets into business. Are there functions that can give me the information I need ?
(all information/errors I retrieve are safely stored to an error log file on the hard drive of the client system)
I guess this will be a non-LWJGL solution right ?
I received an error from a tester that the game fails at display creation:
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:210)
at org.lwjgl.opengl.Display.createWindow(Display.java:306)
at org.lwjgl.opengl.Display.create(Display.java:873)
at org.lwjgl.opengl.Display.create(Display.java:782)
at org.lwjgl.opengl.Display.create(Display.java:764)
at n4pgamer.games.tempShooter.Main.initQuick(Main.java:46)
at n4pgamer.games.tempShooter.Main.loop(Main.java:91)
at n4pgamer.games.tempShooter.Main.main(Main.java:140)
Would "GL11.glGetString(GL11.GL_VERSION)" somehow work without the Display being created ?
Also if you have some infos on the error I would appreciate it.
Cheers!