Re: Can JOGL be used without requiring GLAutoDrawable instances?
Posted by
xghost on
Aug 21, 2015; 9:24am
URL: https://forum.jogamp.org/Can-JOGL-be-used-without-requiring-GLAutoDrawable-instances-tp4034953p4035084.html
gouessej wrote
Look at ExampleBase, JoglAwtCanvas, JoglSwingCanvas, ... Keep in mind that I had to avoid using any animator in this engine because of an early design decision (not mine). Therefore, a few complicated things are totally useless when you simply use an animator, especially those related to AWT.
Hi gouessej, et. al.,
I've been working on this on-and-off (had to take care of a few other things). I've gone through the files and a few other classes they collaborate with, etc. Unfortunately, I can't say that I'm getting any closer to what I'm trying to achieve --as described in my original post.
The Ardor code you referred me to shows something I think I was already familiar with or had a good idea of how to do, as mentioned previously (i.e. hiding the GLEventListener implementation in the renderer, etc.) I'm not sure I'm getting closer to better understanding what you're actually trying to suggest when it comes to the issue I had described.
I can post a full test/example of a working test I have, if that would help.
Please le me know if I should clarify in my original post to make sure I'm not causing some misunderstanding.
Thanks in advance,
-x