SimpleStream is my way to unify access to resources, so that i don't have to care if they are located in a jar or somewhere in the file system. It's just something that eases development for me. If you don't need it that way, then you don't need SimpleStream.
Ah k. I usually do something like so: 'loadMD2(ClientSprite.class.getResourceAsStream("...', so I be closing the stream like what SimpleStream does?
That's nothing that has to be fixed in LWJGL. It just that i didn't want the mouse click from some "click to play" action to trigger the mouse click event in game, so i'm waiting for the button being released.
Haha k, I thought I read this as a bug somewhere. I'll remove this code then.
For hardware mode, this isn't needed for sure, because LWJGL's native display has nothing to do with awt. For the software renderer...no idea. I never used it IIRC and never had a need to.
I guess it wont hurt for software renderer. I thought it limited the fps to the screen refresh rate, but it didn't have that affect...
To blur the whole screen in software, you can write a pixel based blur filter for that. It might be a bit slow though. For hardware mode, you can (ab)use the BloomGLProcessor in procs. Look out for the method setCombining().
What about not clearing the screen and draw the screen which is partly transparent or so? Wouldn't that be faster?
More like 1.3 with feature support up to 2.0. It might work to a degree with 1.1, but you'll have a hard time finding some hardware/drivers that implement these 13 years old specs only. 1.3 is minimum even for the crappiest chipsets.
I was just wondering, good to know. I know if a person has faulty OpenGL drivers it might use the Microsoft ones, which the version can be 1.1.