Try interrupt() as some have said to see if it makes any difference to your thread. If not, try destroying or closing a resource that will make the thread stop. That has a chance of being a little better than trying to throw Thread.stop() at it.
If performance is tolerable, you might view each 3D update as a discrete non-interruptible event and just let it run through to conclusion, checking afterward if there's a new latest update to perform. This might make the GUI a little choppy to users, as they would be able to make five changes, then see the graphical results from how things were five changes ago, then see the result of their latest change. But depending on how long this process is, it might be tolerable, and it would avoid having to kill the thread. Design might look like this:
boolean stopFlag = false;
Object[] latestArgs = null;
public void run() {
while (!stopFlag) {
if (latestArgs != null) {
Object[] args = latestArgs;
latestArgs = null;
perform3dUpdate(args);
} else {
Thread.sleep(500);
}
}
}
public void endThread() {
stopFlag = true;
}
public void updateSettings(Object[] args) {
latestArgs = args;
}
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