[quote]I also see that you are using Display.create() to create a default display. It is possible that some of the computers are set to 256 palettised colour mode as a default, which won’t really work with texturing. Try inserting this code before Display.create() & report back
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I’ve told those that test it that it uses the same resolution as windows does, and that they should try different modes by changing resolutions/pixel depth… to no avail…
A problem is that to test various stuff I have to send it to some friend to try it out (where it doesn’t work… it works on all my computers…), so experimenting is a bit of a hassle… but I’ll try.
[quote]I find it really odd that the exception is occuring in GL11.glGenTextures, where it simply cannot happen. You’re not using some strange thread’y setup, are you (for example calling gl commands from a different thread than the one creating the Display)?
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Yep, thought that was strange too… there is only the one thread in the client (the main thread)… so nothing weird going on at all…