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Re: Java3D to Jogamp Ardor3D Continuation...

Posted by ThomasR on Feb 07, 2017; 10:52pm
URL: https://forum.jogamp.org/Java3D-to-Jogamp-Ardor3D-Continuation-tp4036855p4037626.html

gouessej wrote
Thank you for your feedback. Maybe using JoglSwingCanvas would be less risky than adding/removing the JoglAwtCanvas.
I did put together an extension to JPanel which when panel hidden:

Stops the runner thread, removes the JoglAwtCanvas and removes the canvas from the FrameHandler

Panel showing:
creates a new JoglCanvasRenderer with the same Scene
adds to a new JoglAwtCanvas
add the canvas to the JPanel
and starts a runner thread.

It seems to work very well, but what is the danger, am I just getting lucky playing with fire?

I can provide if you'd like to take a look.

If JoglSwingCanvas can be properly clean-up (no memory leaks destroying or updating) the additional memory footprint might not be that big of a deal.

Tom