I have to use the GLJPanel because I’m inside a Swing component/frame so the GLCanvas won’t help me. I’m not doing anything as taxing as a game, simply I’m drawing a 3D scene with the International Space Station vehicle (loaded from a 3DS file) and other approaching vehicles to show their relative position/attitude. I don’t think it has to be on par with game performance, as long as I can get sub-second updates of the scene because my telemetry updates would come down at least at 1sec rate and I can’t be waiting for the graphics to still update.
How do you go about the context sharing - I understand the concept in principle but have no idea how to even start that. As for the HashTable approach, I’m not sure how do I use it to use it to deal with more complicated things besides display lists - like the textures or buffers? In either case, at minimum I need to make sure that once I load my textures and buffers that I store them away and only during init() do I bind them - right? There is nothing else like having to recreate buffers (I just can’t recall)?
I guess what I’m asking is for some direction on how to do the context sharing and/or hash table approach - is there some good reference I can look at or do you have some sample I can check out? The main reason I need this ability is because the graphics card I use on my development machine is poor and display list updates (and vertex buffer/array updates) for my 3DS models seem to take a long time, and if the user does too much resizing then they will really start to get annoyed at the delay.
thanks.