Hi All,
A feature I really like from Jogl is the composable openGL pipelines which offers you the ability to wrap OpenGL error checking around all your calls for debugging purposes.
Is there anything similar in LWJGL?
TIA
Look in org.lwjgl.util - there's a GL interface in there, and an implementation of that interface that calls our binding. Shouldn't be hard to extend that implementation to call Util.checkGLError() after every relevant call. And if you do it, please donate the code back to the Util package ;)
Cas :)
Is that in lwjgl.jar? I don't seem to have an org.lwjgl.util class in my distribution (0.9)
No, it's in lwjgl_util.jar. Note that the util package didn't exist in the 0.9 release, so if you with to use it you'll either need the semi-official interim release (http://puppygames.net/forums/viewtopic.php?p=4034#4034) or the current CVS.
Always best to grab stuff from CVS.
Except Elias has just done big, big things to Display :)
Cas :)
Excellent, strangely enough I'm actually pleased to hear that! :D Any idea on a timeline for next official release?