Re: JOGL Questions - Guidance on creating Scene class

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Re: JOGL Questions - Guidance on creating Scene class

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glangho wrote
The more I think about this post, the less I feel a need to have a separate class for rendering.  Maybe it just makes more sense to do everything in the GLEventListener display method using GLAutoDrawable.  It certainly sounds safer.  Is this "professionally / commercially" acceptable?  
If your rendering is quite simple, yes, but if you will end up with 1/2k+ lines, then I'd say something may be easily improved. Incapsulate code and divide it by a logic point of view, it makes it more readable, that means in turn less bugs, easier to debug, easier to re-use (if multiple scene needs to execute the same steps), easier to implement new features, etc..

Lines are not a reliable measurement, but they can be a signal/symptom.