Drawing 2D sprints over a jogl image

I would like to find out how I can draw 2D sprites over a displayed jogl image.

Something like a 2D rectangle, but without having to re-render the openGL scene with every mouse drag. (The rendering of the openGL scene is expensive)

I’ve tried doing Java2D over the openGL canvas, but I cannot isolate the handling of paintComponent from the re-rendering of the GLJPanel.

I am using a GLJPanel in Swing.

Thanks in advance
Mark

I don’t think there is anyway to get around this. GLJPanel isn’t designed very well. I am trying to fix this however so maybe in a week or two I will have a fix for you.

Thanks for the reply. I’m very interested in what you may figure out.

The only thing I could come up with was to grab a bitmap of the current openGL rendering, “turn off” the GLJPanel, then do the Java2D drag-select boxes, etc over fixed bitmap using XOR and when the 2D operation was finished, “turn on” the GLJPanel again…whew! I have not tried it yet though…