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Re: Simple example with NEWT but without animator

Posted by elect on Nov 12, 2013; 10:40am
URL: https://forum.jogamp.org/Simple-example-with-NEWT-but-without-animator-tp4030571p4030598.html

Sven Gothel wrote
On 11/12/2013 11:05 AM, elect [via jogamp] wrote:
>     gouessej wrote
>     You have to call JOGL methods on the right thread, when the OpenGL context
>     is current (use invoke()). If you try to reinvent the wheel, you will have
>     the same problems than me when I ported Ardor3D to JOGL 2.x but the
>     difference is that:
>     - maybe it will be impossible to fix some of them without breaking your
>     code design
>     - your framework is your problem, your responsibility
>
>     Don't use animators if and only if you really know what you're doing.
>
> The main reason why I want to avoid using an animator, is because I want to
> avoid useless rendering if nothing changes, I know that for this project is
> pretty useless, but I would like to have a solid layout for more complex
> projects.
>

Well, you simply can do things w/o an animator and just call
'GLAutoDrawable.display()' if you need to update the scene on the screen.
This is what I had in mind at the begin..

Which are shortly pro and con of this vs the Arcor3D approach?

Ps: regarding the animator, I meant that it just seems to me something "quick and dirty", when you dont want to take care about updating, then you just let it run all the time, but this is just my insignificant opinion :D