I certainly wish that the API caters for those
who wanna have complete control over the
threads, rendering and swap buffers.
IMHO the GLDrawable callback has a monolithic
feel to it like so many APIs out there. The GLUT
approach is only good for simple apps/demos.
In a pro app I’d really like to see simple things
like this:
- Setup dedicated rendering thread.
- Define pixel format.
- Create context.
- Draw.
- Swap buffers.
No callbacks please
In other words, as transparent as possible.
I know very well the pitfalls for making it work
with AWT/Swing’s threading model, but that’s
what GLEventListener is for. For people like me who’s
designing complex apps, don’t make me design
for the API because if every API that I need to use
is so monolithic, it only creates a lot of pain.
Right now I have a custom version of GLCanvas
that lets me do direct rendering without any
interference from AWT/Swing. I wish I can avoid
that.
I wish there was a high-level discussion about
how this can be done, instead of providing
API previews. No articles, no discussion with
users: this is bad.
.rex