Re: re: NEWT Threading Overview
Posted by
BrickFarmer on
Dec 05, 2010; 10:20am
URL: https://forum.jogamp.org/re-NEWT-Threading-Overview-tp1991718p2021723.html
Julien, the above code might not work with the latest builds. I've almost completed my port over to JOGL2 now, and there is something strange going on with recursive locks in the above scenario. Let me know if you have similar experience please. I'm looking at the JOGL code for this, but I'm guessing the JOGL source level is 1.5? since there are custom implementations for features from the 1.6 concurrent package. I'm still investigating, but it seems related to having a single fps animator and using 'add' / 'remove' as you switch between the multiple canvases. I'll feedback if I find out more information.
PS this is still GLCanvas for now, ie no newt.