Hi all,
i'm wondering what i'm doing wrong.
To get around heavy- and lightweight component mixing, i want to render
to an offscreen canvas and
draw the image to a JPanel.
what i do:
- i'm setting the width and height of the canvas
- i'm setting the physical screen size of the canvas screen3d
- i'm assuring there is a running view attached
my paint method of my JPanel inheriting class looks like this:
public void paint( Graphics graphics ) {
...
canvas.renderOffScreenBuffer();
canvas.waitForOffScreenRendering();
graphics.drawImage( canvas.getOffScreenBuffer().getImage(), 0, 0,
this );
}
the application stalls at the canvas.waitForOffScreenRendering(), never
returning from it.
It's also not a problem of performance, since i'm trying to render black
background!!!
What is the matter?
Any help appreciated.
Thanks,
Karsten
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