title: How can I create my own openGL context and bind it to a GLCanvas?
body: <p>So when I got to grips with the java </p>
  
  <pre><code>paint(Graphics g){}
  </code></pre>
  
  <p>method I moved on to creating my own render methods but I had to learn about buffer strategies and how to 'get' Graphics</p>
  
  <p>So now I am learning openGL, I have got to grips with the method:</p>
  
  <pre><code>@Override
  public void display(GLAutoDrawable arg0){}
  </code></pre>
  
  <p>and now I would like to create my own render methods, so far I have constantly run up against one exception: </p>
  
  <blockquote>
    <p>Exception in thread "main" javax.media.opengl.GLException: No OpenGL
    context current on this thread</p>
  </blockquote>
  
  <p>EDIT: Question: If I want to make glDraw calls outside of the</p>
  
  <pre><code>@Override
  public void display(GLAutoDrawable arg0){}
  </code></pre>
  
  <p>method, how do I ensure the glContext of my GLCanvas is "current"</p>
  
  <p>Preferably as a code example, as I Have looked through the api's and used google extensivly, many links you guys have already been so kind as to put here I have already found before and I am still drawing a blank... literally! Closest I've got was when it didn't throw a "no current context" exception but the screen just went black permenantly!</p>