I've used several frameworks in the past which have a definite division between updates to the scene graph and rendering. The JOGL Animator doesn't offer any obvious mechanism to perform this task. Is everyone else performing all calculations and updates inside of their rendering pass?
It feels like update handling is missing from the API. I can image that the lifecycle for GLEventListener might look like:
- init()
- reshape()
- update()
- display()
- repeat pairings of update() and display() until the window is reshaped or destroyed.
- destroy()
Of course the other option is to perform the update() as part of the display() implementation, but that means that the update would be performed while the surface was locked. I would think that minimizing the surface lock time would be desirable.