Re: JOGL Questions - Guidance on creating Scene class
Posted by
glangho on
Oct 29, 2015; 4:38pm
URL: https://forum.jogamp.org/JOGL-Questions-Guidance-on-creating-Scene-class-tp4035659p4035668.html
gouessej wrote
GLArrayDataServer.destroy() deletes the OpenGL identifiers but it doesn't release the native memory of the direct NIO buffers.
The memory won't be freed until dispose() is called, correct?
gouessej wrote
There is no need of creating several GLEventListener instances, just create a single one and call your drawing code in it.
You can use a state machine to structure your game. I can show you a schema if you don't see what I mean.
You should look at how the current scenegraph APIs manage all those notions even though you don't plan to use any of them, just as sources of inspiration instead of reinventing the wheel.
I'm all for using what's available. I find all the JOGL convenience classes to be really helpful. Would you be able to post the example schema you mentioned?