---- Reported by gkw 2003-09-07 19:09:45 ---- The stop method of Animator class calls wait() to block the current thread until the animation thread is finished. This doesn't work with GLJPanel since both threads are the same, the event dispatch thread. Halting the event dispatch thread puts the app into a coma. This fix works but I don't know how correct it is. /** Stops this animator, blocking until the animation thread has finished. */ public synchronized void stop() { shouldStop = true; if( EventQueue.isDispatchThread() ) { return; } while (shouldStop && thread != null) { try { wait(); } catch (InterruptedException e) { } } } ---- Additional Comments From kbr 2005-02-03 00:11:23 ---- Sorry for not commenting on this bug until now. The heuristic for whether the Animator should wait or not was updated in a recent JOGL release, but not a lot of debugging was done for the GLJPanel case. Some recent work on the GLJPanel has required revisiting of some of these issues and a similar fix to the one mentioned below was just checked in. --- Bug imported by sgothel@jausoft.com 2010-03-24 07:45 EDT --- This bug was previously known as _bug_ 37 at https://jogl.dev.java.net/bugs/show_bug.cgi?id=37