– Re: Renderer.updateTexture2DSubImage...
In Reply To
The error message is crystal clear, you must do it when the OpenGL context is current on the thread. You have to use com.ardor3d.util.GameTaskQueueManager.getManager() when the RenderContext is not null (after initialization), then call getQueue(), and finally enqueue(Callable).
You mustn't try to make the OpenGL context current on several threads at the same time. I think that you try to implement multi-threading at the wrong place.
I do the same in my game, I have to update a texture that I render in real time on a cube. The web project space is still down on Sourceforge :s