Trying to be more efficient with drawing mulitple
dancers with my opengl turtle graphics system script tgsj,
has created a problem for which I am seeking help. The
dancers are built with building block components like a
face, a torso, arms, legs, and shoes, etc. For efficiency's
sake I want to create display lists of the components and
assemble a person at a time. Even in the most simplistic
situation the dancers' face-, torso- and shoe-colors change
often to reflect their dance positions and dancer groupings.
To alter the colors while still using the building blocks I
have created global nouns like FACECOLOR, DANCERCOLOR, and
SHOECOLOR, which are contained in the relevant verbs which
define components. I was hoping that I could use opengl
verbs like glCallList(s) and glaSwapBuffers and stdpaint(x)
(etc) cleverly to use this simple scheme, but I am now
worrying that instead I will need to proliferate global
nouns like FACECOLOR0, FACECOLOR1, FACECOLOR2, ... ,
FACECOLORn-1 and DANCECOLOR0, DANCECOLOR1, DANCECOLOR2, ...
, DANCECOLORn-1 and so on, to accomplish this approach for n
dancers. Either way, I am committed to having n overall
display lists for n dancers, over and above the display list
for each building component. I am trying to avoid having n
display lists for each color-sensitive component, also. But
at present I cannot manipulate the opengl verbs successfully
and all the dancers have the same colors. Can somebody
explain a way to do this the first way instead of the second
way, please?

(B=) <----------my "sig"

Brian Schott
Atlanta, GA, USA
schott DOT bee are eye eh en AT gee em ae eye el DOT com
http://schott.selfip.net/~brian/
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