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-rw-r--r--src/net/java/games/jogl/Animator.java50
1 files changed, 27 insertions, 23 deletions
diff --git a/src/net/java/games/jogl/Animator.java b/src/net/java/games/jogl/Animator.java
index d21d483e1..5ab2aad75 100644
--- a/src/net/java/games/jogl/Animator.java
+++ b/src/net/java/games/jogl/Animator.java
@@ -80,25 +80,25 @@ public class Animator {
if (runnable == null) {
runnable = new Runnable() {
public void run() {
- // Try to get OpenGL context optimization since we know we
- // will be rendering this one drawable continually from
- // this thread; make the context current once instead of
- // making it current and freeing it each frame.
- drawable.setRenderingThread(Thread.currentThread());
-
- // Since setRenderingThread is currently advisory (because
- // of the poor JAWT implementation in the Motif AWT, which
- // performs excessive locking) we also prevent repaint(),
- // which is called from the AWT thread, from having an
- // effect for better multithreading behavior. This call is
- // not strictly necessary, but if end users write their
- // own animation loops which update multiple drawables per
- // tick then it may be necessary to enforce the order of
- // updates.
- drawable.setNoAutoRedrawMode(true);
-
boolean noException = false;
try {
+ // Try to get OpenGL context optimization since we know we
+ // will be rendering this one drawable continually from
+ // this thread; make the context current once instead of
+ // making it current and freeing it each frame.
+ drawable.setRenderingThread(Thread.currentThread());
+
+ // Since setRenderingThread is currently advisory (because
+ // of the poor JAWT implementation in the Motif AWT, which
+ // performs excessive locking) we also prevent repaint(),
+ // which is called from the AWT thread, from having an
+ // effect for better multithreading behavior. This call is
+ // not strictly necessary, but if end users write their
+ // own animation loops which update multiple drawables per
+ // tick then it may be necessary to enforce the order of
+ // updates.
+ drawable.setNoAutoRedrawMode(true);
+
while (!shouldStop) {
noException = false;
drawable.display();
@@ -107,14 +107,18 @@ public class Animator {
} finally {
shouldStop = false;
drawable.setNoAutoRedrawMode(false);
- if (noException) {
- try {
+ try {
+ // The surface is already unlocked and rendering
+ // thread is already null if an exception occurred
+ // during display(), so don't disable the rendering
+ // thread again.
+ if (noException) {
drawable.setRenderingThread(null);
- } finally {
+ }
+ } finally {
+ synchronized (Animator.this) {
thread = null;
- synchronized (Animator.this) {
- Animator.this.notify();
- }
+ Animator.this.notify();
}
}
}