I wouldn't be comfortable using a BufferStrategy outside of the event thread. That's mainly useful for reducing flicker in animations, anyway.
If you have your heart set on rendering outside the event thread, a BufferedImage is the only option I would trust. Even then, you need to make sure that you are synchronizing correctly. Also, we should be clear that multithreading like this will *not* make your program faster (in fact, it will probably slow it down in this case). What it will accomplish is that it will allow the program to continue accepting user input while the drawing occurs. [Message sent by forum member 'afishionado' (afishionado)] http://forums.java.net/jive/thread.jspa?messageID=301628 =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA2D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
