Hi Joachim,
thanks for your reply.
I tested it, but it has no effect.
The really unfortunate thing is that in all examples there exists a
OnScreenCanvas from which they use the view. I use the default
view of the canvas (which happens to be exactly what i want for onscreen
rendering).
Perhaps there is the problem.
I don't know. Basically I followed all the instructions in the Canvas3D docu.
Perhaps i hope that furhter discussion solve my problem!
Cheers,
Karsten
Karsten Fries wrote:
> 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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