Hi,
I understand the default is now to run all GL in a dedicated worker thread which can be overridden with ‘-Dopengl.1thread=awt’.
Anyway I just wanted to say I’m experiencing some severe issues (present in beta4, and possibly in earlier builds), ranging from repaint issues (blank views) to the fact that calling GLCanvas.display() is no longer a blocking method. Our animation code relies on it to block. Also we get the repaint issues when there’s more than one GLCanvas present; pretty much all the relevant code in our app is run from the EDT. These problems go only if I switch over to the ‘awt’ threading option, see above.
Sorry if this is all a bit vague, but I’m wondering if anyone else has seen this behaviour? I’m running Windows XP Professional, 32-bit. Various different systems exhibit the above problems. I am using a DebugGL, and ‘-Dsun.java2d.noddraw=true’.
Will try to isolate the problem and produce a test case, whenever I get some time…
Thanks,
Matt.