I'm attempting to port the client for a game I'm writing from LWJGL to Jogl as it seems like Jogl is better supported and is more of a "pure" gl wrapper than LWJGL.
But I'm having trouble defining textures (and various other things.. I haven't narrowed them down yet, but they seem to involve lists) outside of the init(GLDrawable) call in GLEventListener.
Since the init call is only made once (before the GLCanvas is made visible?), and I want to provide a splash screen in opengl that let's the user know what textures are being loaded and so, I've got a bit of a problem here.
I managed to get around it by turning off autoredrawing and setting the rendering thread to the current thread. That let me define textures and everything from that thread, then call display() on the canvas, and it works.
I felt this was a bit of a hack, so I asked a friend of mine who's running linux to try it... but the game started without any textures and various missing features (like the bitmaps for the fonts), just like it did for me at first.
So now my question is.. what am I doing wrong? Is there any documentation I've missed somewhere that explains this strange behavior?
The current alpha of the game client can be found at http://www.theintraclinic.com/wurm/