Lwjgl abstraction in WaterRenderPass

searching the code of com.jmex.effects.water.WaterRenderPass i found:



try {

testShader.load( WaterRenderPass.class.getClassLoader().getResource( currentShaderStr + ".vert" ),

WaterRenderPass.class.getClassLoader().getResource( currentShaderStr + ".frag" ) );

testShader.apply();

Util.checkGLError();

} catch( OpenGLException e ) {

e.printStackTrace();

return;

}



Util and OpenGLException are classes from lwjgl. I think there is missing some kind of abstraction there.

That checkError and the catch is only a debugging help to notice if there a problem with the shaders - it can safely be removed in production or if we ever get another gl library (e.g. jogl).