Screenshots of unit tests: Unit test producing the results: GLCanvas Print code: +++ Enhance lifecycle for AWT printing via AWTPrintLifecycle: Low-res print at 72dpi leaves the frame untouched, where high-res print at 300dpi increases the frame size to the reverse scale-factor. Before printing and optional resize, we setup the GLCanvas: - move GLContext and GLEventListener -> offscreen - destroy onscreen component w/ size equals of tile-size This steps allows us to ensure we use limited GPU resources. this is done w/ setupPrint(). Impl. in GLCanvas, etc. After printing, releasePrint() shall be called. Impl. in GLCanvas .. etc. +++ Tiled rendering is used, i.e. at print(Graphics g), the clip bounds is used to setup the TiledRenderer's image size and the impl. renders all tiles. For the tiled reshape, a user component, i.e. GLEventListener reshape(x, y, width, height), needs to know about the current tile's position and image size. The tile size itself is passed as width and height as this is being used to set the current viewport. Hence the GLEventListener shall implement the TileRendererBase.TileRendererNotify interface! +++ Screenshots/Bugs: You see the black raster, which shows each rendered tile. As you can see, we have different results w/ onscreen and offscreen AWT printing. Both expose bugs regarding layout/scale of the AWT components. It would be interesting to learn what I am doing wrong w/ the printing setup or GLCanvas rendering at print.