RenderInternal(rw);
Lock(); rw.Render(); UnLock();
  public synchronized void Render()     {      if (!rendering)        {        rendering = true;        if (ren.VisibleActorCount() == 0) return;        if (rw != null)          {          if (windowset == 0)            {            // set the window id and the active camera            cam = ren.GetActiveCamera();            ren.AddLight(lgt);            lgt.SetPosition(cam.GetPosition());            lgt.SetFocalPoint(cam.GetFocalPoint());            RenderCreate(rw);            windowset = 1;            }          RenderInternal(rw);          rendering = false;          }        }    }