private void paintOnScreen() {
		try {
			graphics = buffer.getDrawGraphics();
			graphics.drawImage( bi, 0, 0, null );

			if( !buffer.contentsLost() )
				buffer.show();

			Thread.yield(); // Let the OS have a little time...
		} finally {
			// release resources
			if( graphics != null ) 
				graphics.dispose();
			if( g2d != null ) 
				g2d.dispose();
		}
	}