Created attachment 458 [details] Archive with test.log, test_dbg.log and an application showing the bug. GLWindow is added to JInternalFrame using NewtCanvasAWT. Only the last window (order of creation) gets automatically repainted when any other window moves over it.
http://www.oracle.com/technetwork/articles/java/mixing-components-433992.html See this fragment: "The capability to mix heavyweight and lightweight components works by default, if you are using the JDK 6 Update 12 release or the JDK 7 build 19 release. In most cases, this functionality will just work, but there are a few situations that might affect your code:" Might that be the case?
> Might that be the case? Yes because you use JInternalFrame but it would be fine to make it work.
(In reply to comment #2) > > Might that be the case? > > Yes because you use JInternalFrame but it would be fine to make it work. So what would be the current workaround? I mean, until this is fixed?
(In reply to comment #3) > (In reply to comment #2) > > > Might that be the case? > > > > Yes because you use JInternalFrame but it would be fine to make it work. > > So what would be the current workaround? I mean, until this is fixed? Use a GLJPanel :s
Please try to use an animator. You can create your own animator by overriding an existing one and incorporating your specific behaviour in order to avoid repainting when it is not required.
:) But my overriden animator, when in state of "avoiding-repainting-when-it-is-not-needed", will still not repaint the window when another window overlaps with it...
(In reply to comment #6) > :) But my overriden animator, when in state of > "avoiding-repainting-when-it-is-not-needed", will still not repaint the > window when another window overlaps with it... Then don't try to follow the repaint-on-demand idiom. This idiom is easy to follow in a monolithic GUI with a single canvas. It becomes very complicated to implement when there are several frames which can overlap each other except if you succeed in detecting these overlaps. You can use an imposter too, by rendering the scene into a texture and showing it when nothing changes. You can use GLOffscreenAutoDrawable.FBO to render a scene in a texture. Then, you can trigger the rendering only when necessary, you can always display this texture and you can use a plain animator.
THANK-YOU! =) <3 Ingenious idea and works.
Not that I have followed the discussion below, but I see some sort of satisfaction and hence I close this entry. Please reopen if this is a bug from JOGL, doesn't look like.
Sven, I was satisfied with a work-around, the bug is still there. It's about mixing heavyweight (GLWindow) and lightweight (JInternalFrame) components.