Not able to use GLJPanel in Mac OS X

I note that in the documentation it is mentioned that GLJPanel doesn’t work- can anybody tell me what the problem with it is?

Also, how will the performance with this be? I would imagine it would be terrible, but maybe my understanding is incorrect. There’s no way to get an actual GL context on the screen with a GLJPanel (since it can’t draw in order with all the other Swing components) so it has to do a glReadPixels and then display that image through Swing. Is there something I’m missing, or would this just be excruciatingly slow?

Thanks!

Corwin

[quote]I note that in the documentation it is mentioned that GLJPanel doesn’t work- can anybody tell me what the problem with it is?

Also, how will the performance with this be? I would imagine it would be terrible, but maybe my understanding is incorrect. There’s no way to get an actual GL context on the screen with a GLJPanel (since it can’t draw in order with all the other Swing components) so it has to do a glReadPixels and then display that image through Swing. Is there something I’m missing, or would this just be excruciatingly slow?

Thanks!

Corwin
[/quote]
Hmmm, I implemented light weight components using pbuffers for Mac OS X long time ago and it was working then. Something regressed, I’ll look into this.

And yes, you’re right it is quite slow.

cheers