So I just grabbed the Slick from the Repo and was going through running all the tests when I received the following error.
Code:
Mon Dec 29 12:15:15 PST 2008 INFO:Slick Build #228
Mon Dec 29 12:15:15 PST 2008 INFO:LWJGL Version: 2.0b1
Mon Dec 29 12:15:15 PST 2008 INFO:OriginalDisplayMode: 1680 x 1050 x 32 @60Hz
Mon Dec 29 12:15:15 PST 2008 INFO:TargetDisplayMode: 800 x 600 x 0 @0Hz
Mon Dec 29 12:15:16 PST 2008 INFO:Starting display 800x600
Mon Dec 29 12:15:16 PST 2008 INFO:Found 0 controllers
Exception in thread "main" java.lang.OutOfMemoryError: Direct buffer memory
at java.nio.Bits.reserveMemory(Unknown Source)
at java.nio.DirectByteBuffer.<init>(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at org.newdawn.slick.opengl.EmptyImageData.getImageBufferData(EmptyImageData.java:47)
at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:362)
at org.newdawn.slick.opengl.InternalTextureLoader.createTexture(InternalTextureLoader.java:329)
at org.newdawn.slick.Image.<init>(Image.java:174)
at org.newdawn.slick.tests.ImageMemTest.init(ImageMemTest.java:29)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:357)
at org.newdawn.slick.tests.ImageMemTest.main(ImageMemTest.java:60)
The build is unchanged except that the JRE is changed to JRE 1.6.0_03.
I increased the heap Size to 512mb via -Xmx512m, which stopped it from crashing but only a blank screen is rendered.