>
> However, I also encountered some issues, affecting particularly MacOSX.
> Since Processing's renderer is fairly large, I created a small
> self-contained demo application that reproduces the issues I see in
> Processing, and also mirrors the basic structure of the Processing renderer.
>
> The code of the application is here:
http://pastebin.com/H4pb3kik>
> It is organized as an Applet contained inside a Frame, and uses a custom
> animator to render frames on demand. The GLWindow and NewtCanvasAWT canvas
> are created in a setup method that allows to hook the canvas either to the
> root frame or the applet object. I'm testing these two alternatives because
> each one has different issues and I haven't managed yet to get an
> initialization procedure that works 100%. So the issues are the following
> (on MacOSX Snow Leopard and Lion, behavior on Windows and Linux is slightly
> different but let's focus on Mac for the time being):
>
> 1) Hooking the canvas to the frame:
> frame.add(canvas, frame.getComponentCount() - 1);
>
> * window looses decorations on OSX
> * is not logically consistent: frame contains both applet and canvas as
> child components, but it should be frame -> applet -> canvas, shouldn't it?
>
> 2) Hooking the canvas to the applet:
> applet.add(canvas, this.getComponentCount() - 1);
>
> * target framerate (120 in the posted code) is not honored
> * gives invalid drawable error one time at the beginning
I know this one .. but dunno where it comes from (yet).