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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