I’m still pretty new to most of the whole JOGL stuff and I’m struggling a bit with frames per second based rendering…
I wondered if there was a way to call display repeatedly without using an FPSAnimator…
I just dunno how to pass it the GLAutoDrawable :S
Feel free to tear me a new one if i’m being daft about this, (as i think i might be) lol
Yep… you can just call display repeatedly without using FPSAnimator. Just keep a reference to your drawable and call it at leisure, pretty much. I recommend looking at the source code of Animator / FPSAnimator - that should help demystify it.
So the drawable really is just a sort of initial context for you to build on?
i thought it was more something that needed fetching from somwhere or other each time,
sort of like the Graphics object in 2d swing stuff.
The GL object is as you describe, more or less, but the drawable less so. For example, it seems to work ok to keep a reference to a GLCanvas, attach a MouseMotionListener to it, and call display() on it when the mouse is dragged - handy if you’ve got something like a 3d viewer with a non-animated model. I don’t guarantee that this is totally right and proper, but as far as I know it is pretty much fine. For example, I have an application at xinaesthetic.net which does this for 12 small panels and is not perfect but seems to run ok most of the time™.
If anyone knows why this should be a problem, I’d like to hear from them.