---- Reported by s_koehler 2005-02-11 20:50:52 ---- Hi, if you use an AnimatorThread, the following DeadLock may occur. Here are the two StackTraces of the Threads that may run into the DeadLock. Thread1: 1. GLCanvas.reshape() called with AWT-TreeLock held 2. GLCanvas.withSingleThreadedWorkaroundDo() 3. GLContext.invokeGL() which tries to obtain the Monitor of the GLContext Thread2: 1. GLContext.invokeGL() obtains the Monitor the GLContext 2. WindowsGLContext.makeCurrent() 3. WindowsOff/OnScreenContext.create() 4. WindowsGLContext.choosePixelFormatAndCreateContext() 5. java.awt.Component.getGraphicsConfiguration() which tried to get the SWT TreeLock. This is a perfect deadlock ;-) ---- Additional Comments From kbr 2005-02-12 11:38:12 ---- A workaround for this specific deadlock, which was introduced along with the new pixel format selection code for Windows (including FSAA support), was added in 1.1 b08. I don't think the scenario described can happen because WindowsOnscreenGLContext overrides invokeGL precisely to prevent this from happening. I'm closing this bug as invalid because I don't think it has been reproduced with 1.1 b08. If I am wrong, please reopen it and either attach a test case or provide the thread dump from a 1.5.0 HotSpot (Ctrl-Break on Windows). ---- Additional Comments From s_koehler 2005-02-12 12:28:40 ---- Thx for the answer. I cannot reliably reproduce the deadlock, since it is depends on a race to happen. I tried to figure out whether the deadlock can happen by looking at the source of JOGL 1.1b8. Obviously i didn't notice that you've overriden invokeGL in WindowsOnScreenGLContext. That code should solve the problem. Thx Sven --- Bug imported by sgothel@jausoft.com 2010-03-24 07:47 EDT --- This bug was previously known as _bug_ 139 at https://jogl.dev.java.net/bugs/show_bug.cgi?id=139