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authorKenneth Russel <[email protected]>2005-10-28 01:41:52 +0000
committerKenneth Russel <[email protected]>2005-10-28 01:41:52 +0000
commit0f12db9ef1ec2c04c8878d639566a2a139a4365b (patch)
treeb3fd304bd0f2d3dc825a7249e2563f620bd6a6cd /src/classes/javax/media/opengl/GLJPanel.java
parent0fcd1ab685948fd2ca10d5ff7130d38336cedabd (diff)
Made spec changes suggested by Chris Campbell on javagaming.org forums
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@408 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/classes/javax/media/opengl/GLJPanel.java')
-rw-r--r--src/classes/javax/media/opengl/GLJPanel.java12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/classes/javax/media/opengl/GLJPanel.java b/src/classes/javax/media/opengl/GLJPanel.java
index 3d6f4e831..73fec78ac 100644
--- a/src/classes/javax/media/opengl/GLJPanel.java
+++ b/src/classes/javax/media/opengl/GLJPanel.java
@@ -75,7 +75,7 @@ import com.sun.opengl.impl.*;
The GLJPanel can be made transparent by creating it with a
GLCapabilities object with alpha bits specified and calling {@link
#setOpaque}(false). Pixels with resulting OpenGL alpha values less
- than 1.0 will be overlaid on any underlying Java2D rendering.
+ than 1.0 will be overlaid on any underlying Swing rendering.
*/
public class GLJPanel extends JPanel implements GLAutoDrawable {
@@ -243,7 +243,7 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
/** Overridden from JComponent; calls event listeners' {@link
GLEventListener#display display} methods. Should not be invoked
by applications directly. */
- public void paintComponent(final Graphics g) {
+ protected void paintComponent(final Graphics g) {
if (shouldInitialize) {
initialize();
}
@@ -496,10 +496,10 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
GLJPanel with alpha values less than 1. Most Swing
implementations currently expect the GLJPanel to be completely
cleared (e.g., by <code>glClear(GL_COLOR_BUFFER_BIT |
- GL_DEPTH_BUFFER_BIT)</code>), but for certain optimized Java2D
- and Swing implementations which use OpenGL internally, it may be
- possible to perform OpenGL rendering using the GLJPanel into the
- same OpenGL drawable as the Java2D implementation. */
+ GL_DEPTH_BUFFER_BIT)</code>), but for certain optimized Swing
+ implementations which use OpenGL internally, it may be possible
+ to perform OpenGL rendering using the GLJPanel into the same
+ OpenGL drawable as the Swing implementation uses. */
public boolean shouldPreserveColorBufferIfTranslucent() {
return oglPipelineEnabled;
}