While my Lwjgl3Application
-based game runs fine on windows and various linux distros, I only get a black screen on macOS. Looks like the call to glfwPollEvents
does not return at all which blocks the main loop (see stacktrace).
I tried to provide a minium example but the issue doesn't happen with a fresh libGDX project using the same versions.
Stacktrace (the application doesn't crash but this is where it hangs):
invokeV:-1, JNI (org.lwjgl.system)
glfwPollEvents:3438, GLFW (org.lwjgl.glfw)
loop:199, Lwjgl3Application (com.badlogic.gdx.backends.lwjgl3)
<init>:167, Lwjgl3Application (com.badlogic.gdx.backends.lwjgl3)
main:43, DesktopLauncher
Versions:
Edit:
-XstartOnFirstThread
to start it so it's running in the main thread.Toolkit.getDefaultToolkit().systemClipboard
does not get called in the project nor anything else for java.awt or similarOkay I removed parts of the application one by one and I was able to boil it down to the TexturePacker
which I ran ad-hoc (for development purposes only) in my DesktopLauncher
before starting the game. Skipping this step solves the problem.
I didn't debug it deep enough yet to find the exact place in the TexturePacker
that causes the issue but I've seen that it makes use of the java.awt
package which also provides the problematic Toolkit.systemClipboard
mentioned by ALUFTW.
(Regarding the close-votes and down-votes for this question. I agree that there wasn't enough info to solve the problem but maybe the question and my answer helps somebody solving similar issues in the future so I decided to not delete it.)