Reply – Re: JOGL - without GLEventListener (GLCanvas or GLJPanel)
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Re: JOGL - without GLEventListener (GLCanvas or GLJPanel)
— by Andrzej Andrzej
Ok, so it looks like the problem was on the c++ native renderer part. It looks like I need to rebind the textures on each pass. I'm not sure why this is not needed on any other platform, why this seems to be Java/JOGL specific, I'll investigate more...