Painting in a thread without offscreen image

I'm trying to develop a good map viewer with java. Now, painting a map can
be a very long task, and the requirements for a good map viewer should be:
* the user can see progress, that is, the map is painted incrementally on the
screen, not offscreen, otherwise the user has to sit and wait looking at
a gray pane for seconds (a complex map may take 20-30 seconds to paint)
* the user can stop rendering, or, if the panel is resized, the rendering should
immediatly restart.
The second requirement could be achieved by painting in a separate thread
onto a BufferedImage and then invoke paint back to copy the image onto
screen, but this approach fails to meet the first requirement... is there any way
to paint directly on the screen without blocking the swing event thread?
Moreover, ins't the hardware acceleration lost by using an offscreen image?

To achieve visibly incremental progress of painting on the panel, probably you can use a JTimer and set the delay to 1000ms. In this frequency you can paint the panel in an incremental fashion. This approach will help you to achieve the other requirement of stopping the progress in the middle. You can provide a button, so that if the user presses the button, then invoke stop() method of timer which eventually stops the progress of the panel. Also if you want, you can restart() the progress from the point where it got stopped previously, by invoking restart() method of timer.
Obviously, you should have a method which does all your painting and so on. Here JTimer can be helpful only in stopping, restarting and delaying the progress. Finally, make sure that the painting method is handled by JTimer alone.
Hope this helps.

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    Hello,
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    green_scale: int = 0x3f
    blue_scale: int = 0x1f
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         notify();
         public synchronized void run() {
         while (Thread.currentThread() == anim) {
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    YaYa

    try
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    Unfortunately using pack doesn't work, or I didn't use it the right way.
    I made a test case, eliminated anything not related to the problem (Java3D, applet ...). In the
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    import java.io.*;
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    image = new java.awt.image.BufferedImage(width, height,
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    System.err.println("AFTER PAINT");
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    File outputFile = new File("c:\\tmp\\image1.png");
    try {
    ImageIO.write(image, "PNG", outputFile);
    } catch (Exception e) {
    System.err.println(e.getMessage());
    g.dispose();
    jf.dispose();
    public static void main(String[] args) {
    test t=new test();
    }

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