Ok, I’ll just break down and do a little code dump. After scouring it for the past week, I don’t see much wrong. Hopefully, someone will notice something.
/**
* <code>initDisplay</code> initializes the <code>Display</code> object
* using a valid display mode.
*
* @throws MonkeyRuntimeException if no valid display mode is found for
* the display's request resolutions.
*/
private void initDisplay() {
try {
//create the Display.
DisplayMode mode = getValidDisplayMode(width, height, bpp, freq);
if (null == mode) {
throw new MonkeyRuntimeException("Bad display mode");
}
if (fullscreen) {
Display.setDisplayMode(mode);
gl = new GL(title, bpp, 0, 1, 0);
} else {
int x, y;
x =
(Toolkit.getDefaultToolkit().getScreenSize().width - width)
/ 2;
y =
(Toolkit.getDefaultToolkit().getScreenSize().height
- height)
/ 2;
gl = new GL(title, x, y, width, height, bpp, 0, 1, 0);
}
gl.create();
gl.determineAvailableExtensions();
LoggingSystem.getLoggingSystem().getLogger().log(
Level.INFO,
"Created display.");
} catch (Exception e) {
LoggingSystem.getLoggingSystem().getLogger().log(
Level.SEVERE,
"Failed to create display due to " + e);
System.exit(1);
}
glu = new GLU(gl);
}
That creates the GL and GLU objects.
EDIT: I just realized I change the fullscreen last three params from 1,1,1 to 0,1,0 and windowed from 0,0,0 to 0,1,0 on advice from Elias in a different thread. Could it be the 1,1,1 is failing for some computers in fullscreen? If that’s it, it’s change in updated, so feel free to test.