I had a look at it yesterday. This one is really great work

. But I had some issues running it. I expected it to be runnable from the main render thread.
Well, I also expect it to.
Amos, could you maybe modify it to not extend RenderLoop (expeacially not InputAdapterRenderLoop) and give it two play() methods. One, that starts a new RenderLoop and notifies a listener when finished. And one that takes an OperationScheduler parameter and schedules itself, so that it is usable in the main scheduler.
This way, the logo doesn't interfere with the existing RenderLoop and behaves as at least I would expect. And you will get rid of all threading related issues.
If you want, I could do that.
Certainly not. Either you or me hasn't understood something. I made the Xith3DLogo so that it could be launched anywhere, it blocks everything till the user clicks or press a key. I don't want to interfere with the already scheduled operations and additionnally I don't know what's the running mode of the user's RenderLoop (if any). This way causes much more problems than we have now, IMHO. For me, there are bugs in the implementation of some Xith3D classes. If there aren't, please explain me what exactly I'm doing wrong..