I still don’t have a clue what I’m doing in JOGL :), and have all sorts of questions. IMHO, all of these ought to be covered in the documentation, but don’t appear to be (I’m using the User Guide and the current docs downloadable from the java.net site).
[] How many times does GLEventListener.init() get called, and under what circumstances? Traditionally in many API’s init is a “one-time-only” method. In others, it’s called every time something “gets focus” or similar.
[] (this is answered partially by the above, but:) …what processing ought we to do (or NOT do) in init()? The docs say “GL initialization stuff like lights”, but that’s rather vague.
[] How “fast” is Animator? Does it just render as-fast-as-possible until the stop() method is called (and hence take 100% CPU unless vertical synch is on)?
[] Are you supposed to just set up an Animator and then ignore it, and do all your game-ticks etc independently. Your rendering code has to keep track of how long it’s been since Animator last called the display() method?
[*] Is it insane of me to create an object to manage a set of GLEventListener’s, treating them as “scenes”: maintaining a reference to which one of them is currently registered on the GLDrawable, and “swapping” them in and out dependent on what “mode” my app is in? (e.g. I code a GLEventListener for doing menus, a separate one for painting the game, etc). I can’t seem to find any info on how I ought to be using the GLEventListener’s…
I’ll probably find a few more flummoxing questions, but for now those are the only bits I can’t find answers to :).