https://forum.jogamp.org/Drawing-more-than-a-certain-number-of-triangles-at-one-time-method-stack-crash-tp4035900p4035903.html
> top). On render, the parent container/gl event listener (JDesktopPane) calls
> the game's render, which calls the level's render. Inside the level's render,
> I have about 24,000 float vertices waiting to be drawn. Cutting the for loop
> short by a few thousand vertices seems to not crash, but rendering all of them
> does. Other than that, everything seems to work.
> SO.. when I go over, I get spammed with this crap (again, Swing DispatchThread
these might get aggregated 'on the fly'.
as see how the memory allocation goes ..
>
> Caused by: com.jogamp.opengl.GLException: Error making context 0x20001 current
> on Thread AWT-EventQueue-0, drawableWrite 0xffffffff8c010bb9, drawableRead
> 0xffffffff8c010bb9, werr: -1073282985, WindowsWGLContext [Version 2.1 (Compat
> profile, compat[], FBO, hardware) - 2.1.1 [GL 2.1.0, vendor 0.0.0 (n/a)],
> options 0x4002, this 0x78482bad, handle 0x20001, isShared false,
> jogamp.opengl.gl4.GL4bcImpl@3821b42f,
> quirks: [NoDoubleBufferedBitmap, NoSurfacelessCtx],
> Drawable: ResizeableImpl[Initialized true, realized true, texUnit 0,
> samples 0,
> Factory jogamp.opengl.windows.wgl.WindowsWGLDrawableFactory@2cbc9673,
> Handle 0xffffffff8c010bb9,
> Caps GLCaps[wgl vid 7 arb: rgba 8/8/8/0, opaque, accum-rgba
> 0/0/0/0, dp/st/ms 16/0/0, one, mono , hw, GLProfile[GL2/GL2.hw], offscr[fbo]],
> fboI back 0, front 0, num 1,
> FBO front read 1, FBO[name r/w 1/1, init true, bound false, size
> 1440x900, samples 0/16, modified false/false, depth RenderAttachment[type
> DEPTH, format 0x81a5, samples 0, 1440x900, name 0x1, obj 0x51a422f6], stencil
> null, colorbuffer attachments: 1/8, with 1 textures: [TextureAttachment[type
> COLOR_TEXTURE, target GL_TEXTURE_2D, level 0, format 0x8051, 1440x900, border
> 0, dataFormat 0x1907, dataType 0x1401; min/mag 0x2600/0x2600, wrap S/T
> 0x812f/0x812f; name 0x1, obj 0x11396ef7], null, null, null, null, null, null,
> null], msaa[null, hasSink false, dirty true], state OK, obj 0x6ef36e59],
> FBO back write 1, FBO[name r/w 1/1, init true, bound false, size
> 1440x900, samples 0/16, modified false/false, depth RenderAttachment[type
> DEPTH, format 0x81a5, samples 0, 1440x900, name 0x1, obj 0x51a422f6], stencil
> null, colorbuffer attachments: 1/8, with 1 textures: [TextureAttachment[type
> COLOR_TEXTURE, target GL_TEXTURE_2D, level 0, format 0x8051, 1440x900, border
> 0, dataFormat 0x1907, dataType 0x1401; min/mag 0x2600/0x2600, wrap S/T
> 0x812f/0x812f; name 0x1, obj 0x11396ef7], null, null, null, null, null, null,
> null], msaa[null, hasSink false, dirty true], state OK, obj 0x6ef36e59],
> Surface GDISurface[ displayHandle 0x0
> , surfaceHandle 0xffffffff8c010bb9
> , size 1440x900