Sergey,

That's very interesting: I optimized the renderer to be perfectly scalable
(thread local), but I agree there are still several places with static
fields (single thread optimization) or synchronized methods...

The main issue which I would like to clarify is it possible to remove
synchronize keyword from the getLocalGraphicsEnvironment(), possibly with
updating a specification? We have similar issues in other parts of code
which I would like to update later after this one.


Could you give more details on your findings ?

I recently figured out that TexturePaint suffers such a problem...

Regards,
Laurent

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