Hi Dmitri,

The freeze was actually being caused by a concurrency issue which curiously 
only showed up using VolatileImage.  So I am glad I tried it because I wouldn't 
have seen the problem otherwise.

Now, having got VolatileImage to work, I find that working with a VI is much 
*slower* than working with a plain BufferedImage.  I don't mean the rendering 
part of it but rather the creating of subimages and then calling drawImage to 
render into the VI is much slower than using a BI.  Why would this be?  The 
code is identical except for using VI instead of BI.

-- 
And loving it,

-Q
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