JOGL in applet fails on OS X

Hi.

Anyone having problems with using Animator to update the screen in an applet?

It works fine on windows, but on OS X it fails with:

“Error: view not ready, cannot lock focus at “src/native/jogl/MacOSXWindowSystemInterface.m:createContext:50”
net.java.games.jogl.GLException: Error creating nsContext
at net.java.games.jogl.impl.macosx.MacOSXGLContext.create(MacOSXGLContext.java:148)
at net.java.games.jogl.impl.macosx.MacOSXGLContext.makeCurrent(MacOSXGLContext.java:157)
at net.java.games.jogl.impl.macosx.MacOSXOnscreenGLContext.makeCurrent(MacOSXOnscreenGLContext.java:137)
at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:254)
at net.java.games.jogl.impl.macosx.MacOSXOnscreenGLContext.invokeGL(MacOSXOnscreenGLContext.java:84)
at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:208)
at net.java.games.jogl.GLCanvas.display(GLCanvas.java:75)
at net.java.games.jogl.Animator$1.run(Animator.java:107)
at java.lang.Thread.run(Thread.java:552)”

I used to have this a while back and patched this in my local version when I used to use JOGL. The problem is that the applet is trying to paint before the OpenGL context is actually ready to paint - its a semantic problem between Windows and OSX that can be solved by not trying to pack, size, etc. the drawing area until it is visible.