LWJGL 3; how's it getting along?

Thanks!

My game is only 2d, and I’m targeting very broad, very old specs. I have, for example, a computer from 2009(!) that only supports OGL 1.4 apparently. Though I’m just going for 2.1 or something so I can use fragment shaders, unless I have it in me to try and mess with extensions to get those working on 1.4, too.

Would I benefit at all from moving to the new LWJGL?

Just a note about one line of code that is wrong in the Guide:

at line 41:


glfwSetErrorCallback(errorCallback = errorfunPrint(System.err));

should be:


glfwSetErrorCallback(errorCallback = errorCallbackPrint(System.err));

[quote=“goblinJoel,post:61,topic:51150”]
Yes, LWJGL 3 does not force the use of new OpenGL features and works equally well on old hardware. The primary benefit would be moving from the old Display to GLFW.

Thanks, fixed.

The LWJGL 3 wiki now has a tutorial section and the first tutorial is up: Ray tracing with OpenGL Compute Shaders (Part I), authored by Kai Burjack.

any significant advantages over JOGL2?