While trying to run two GLCanvases in parallel, I seem to be running into a couple of strange problems:
- When i add a texture to the second canvas after the canvas has already been initialized, it shows a white square rather than the texture. However, when I then reload the scene from settings (i.e., with the texture assigned during the initialization process), everything looks fine.
- Both canvases are playing videos (extracting quicktime into textures). However, whenever one video is playing, the other seems to be barely moving. This time the effect is sort of an opposite of #1: Loading a different video instead of the one loaded in the beginning seems to unstuck the playback and then both videos play fine.
I realize that this might be specific to my code, but i just wanted to make sure there are no obvious JOGL things that might be responsible - since everything works fine when just one GLCanvas is active.
A few more things:
- I don’t know in advance how many GLCanvases I’ll need (it’s up to the user to create/destroy internal frames that show the GLCanvas).
- I’m not using Animator, since the program is doing plenty of other things apart from this rendering
- Running with NVidia GeForce 6600, latest drivers, WinXP. Tried both 1thread false and true.
- I don’t need texture sharing. Just have the two (or more) GLCanvases, each playing properly in its own window.
Thanks!
-Jill