gouessej wrote
mikaelhc wrote
Yes, GLJPanel is my only option, since the GLCanvas has too many issues with the application I've embedded the OpenGL view in.
Can you elaborate please? I would like to find a workaround if possible so that you could use GLCanvas or NewtCanvasAWT.
The main problem with GLCanvas is that we get a lot of flickering when resizing / switching between different tabs, or docking windows in our application - sometimes the GLCanvas is even drawn outside its proper location before it is moved back.
Other than that the UI sometimes fail to update properly (not drawing anything on screen, even though the OpenGL render loop completes with any OpenGL errors). We also have issues when setting a mouse cursor, and we have issues with transparent windows on top of our window. Finally, there are also some platform specific issues - e.g. on one of our Mac's we sometimes get artifacts on top of our OpenGL window.
These issues are not simple to reproduce and I don't see them when I create test application from scratch. Since the OpenGL window is part of a much larger application framework I cannot change much about the window / Swing setup.
I don't have any problems using GLJPanel though - I see around ~20ms constant overhead of grabbing the FBO pixels and drawing them using Swing, which is no big deal for me. We are not building a game, but doing interactive visualization.