– Re: Binding textures without showing the GLCanvas
In Reply To
You create a GLPBuffer and add a GLEventListener to it.
Run display() on you're pBuffer object, init and display will be called on your GLEventListener.
Initialize you're textures in the pBuffers context display or init doesn't matter.
Once that is done.
You create you're GLCanvas with the pBuffers context.
Looks something like this :D
GLCanvas canvas = new GLCanvas(caps, null, pBuffer.getContext(), null);
This lets your GLCanvas use the textures you've precreated in the pBuffer.
I found the answer my self.