try {
GLAutoDrawable imageDrawable = renderContext.getDrawable();
imageDrawable.setAutoSwapBufferMode(false);
renderContext.setGLEventListener(executableListener);
executableListener.executable = glExecutable;
imageDrawable.display();
imageDrawable.setAutoSwapBufferMode(true);
renderContext.resetGLEventListener();
} catch(GLException e2) {
// TODO This maybe is a real exception due to a problem not just because no canvas is visible
return false;