I've just upgraded the JOGL backend so that offscreen rendering now uses GL frame buffer objects (FBO's) instead of pbuffers. The advantages are: it uses the same context as the one the viewer uses (so many funny bugs are avoided), it anti-aliases (4x4 linear subsampling), it can do big pictures w/o tiling (I can do 4K x 4K on my imac), and it's faster. Am I forgetting anything?
I've checked in the changes to SVN and would appreciate any testing efforts you care to make. I've left the old pbuffer code intact, since the tiling code might be useful if it turns out that users complain that they cannot generate the size of images they want due to limited GPU memory on their devices. Note: if the offscreen renderer discovers that the requested image is too large, it truncates any offending dimension to the maximum allowed buffer size.
To test the offscreen rendering: in JRViewer, the menu item File->Export->Image.
Offscreen rendering in JOGL backend now uses FBO's
Offscreen rendering in JOGL backend now uses FBO's
jReality core developer