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Re: Can JOGL be used without requiring GLAutoDrawable instances?

Posted by xghost on Jul 31, 2015; 6:14am
URL: https://forum.jogamp.org/Can-JOGL-be-used-without-requiring-GLAutoDrawable-instances-tp4034953p4035009.html

gouessej wrote
I was talking about JogAmp's Ardor3D Continuation, not about the old unmaintained Ardor3D
Thanks for the clarification. Was not aware of the difference.

gouessej wrote
please look at the bottom of this page, there is a complete section about Ardor3D:
http://jogamp.org/wiki/index.php/Main_Page
I took a look (e.g. com.ardor3d.framework.jogl.JoglCanvas) and we seem to be doing similar things, so it seems ok.

gouessej wrote
Please use an animator...
I intended to call the internal GLCanvas' display() method when it's the renderer's "turn" to process things (e.g. renderer.renderScene() ). If you think there's something that makes the Animator a requirement, please let me know. The docs don't seem to give that impression.

gouessej wrote
and at least one GLEventListener. Don't create your own context manually, use GLAutoDrawable, don't swap your buffers manually except if you have a good reason to do so and if you really know what you are doing.
Yup, already had the do's and don't's  covered, and updates to the render target already take place by using the canvas' display method, which is what the Animator makes use of.

Thanks for the help,
-x