I am not happy with the frame rate which my thread is painting (and the display also appears a little jumpy), so I tried setRenderingThread() which did not make any difference. Each call to display has to make approximately 3000 glDrawPixels calls where the images to be drawn are rectangular 8x16 pixel 32 bit png (which are already loaded into memory so no time is lost there). I am getting roughly 11 paints per second. If I could get this to a smooth 30 I’d be a happy lady.
As a test, I tried
System.out.println(canvas.getRenderingThread());
and this gave me a null pointer exception (don’t know if this is relevant or not but it left me with the impression that my preceeding SetRenderingThread statement had failed for some reason).