Acutally this apply to LWJGL as well.
Look for example at this code
gl.glClearColor(1.0f, 0.7f, 0.2f, 0.6f);
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(gl.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(-50.0f, 1024.0f / 768.0f, 0f, 22.0f);
See? It’s standard JOGL code.
And then look at this
gl.clearColor(1.0f, 0.7f, 0.2f, 0.6f);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.matrixMode(gl.PROJECTION);
gl.loadIdentity();
glu.perspective(15.0, 1024.0 / 768.0, 0.0, 220.0);
gl.translatef(c1,c2,c3-20);
This is simple modification that I did. Cute… Isn’t it better? It’s more confy, at least.
I think that gl.PROJECTION is more close to GL_PROJECTION as well.
So I’m thinking, what would happen, if we will shift GL interface in both JOGL and LWJGL towards this direction?