---- Reported by greggpatton 2003-09-09 13:13:33 ---- I am writing a patch modeler. I use a method of picking that renders each primitive in a unique color. I use glReadPixels to check the color under the cursor when the mouse is clicked. If the color matches the color of a primitive then I know I clicked on the primitive. I perform the rendering and color check without swapping buffers so the primitives will never appear on the screen in their "pick" color. The whole process is never seen by the user. Currently, jogl always swaps buffers at the end of rendering. For this picking technique to work I have to be able to keep swapBuffers from occuring during the process. I ended up modifying 3 classes. I added two methods to glCanvas and two methods and a boolean to glContext. glCanvas methods, public boolean getNoSwapBuffers() { return context.getNoSwapBuffers(); } public void setNoSwapBuffers(boolean b) { context.setNoSwapBuffers(b); } glContext methods and boolean, protected boolean noSwapBuffers; public boolean getNoSwapBuffers() { return noSwapBuffers; } public void setNoSwapBuffers(boolean b) { noSwapBuffers = b; } Then, in WindowsOnscreenGLContext, I modified the swapBuffers method to look like this, protected synchronized void swapBuffers() throws GLException { if (!noSwapBuffers) { if (!WGL.SwapBuffers(hdc)) { throw new GLException("Error swapping buffers"); } } } This allows me, via glCanvas, to keep the buffers from being swapped. I've been using jogl like this for several days with no problems. ---- Additional Comments From kbr 2004-04-08 12:01:04 ---- Will be fixed under issue #25. *** This issue has been marked as a duplicate of 25 *** --- Bug imported by sgothel@jausoft.com 2010-03-24 07:45 EDT --- This bug was previously known as _bug_ 38 at https://jogl.dev.java.net/bugs/show_bug.cgi?id=38