Brian Schott wrote:
> 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, ...

I think you should ignore glCallList and glCallLists until 
after you have your system designed.

This is the age old advice: first get it right, then make it
fast.  Otherwise you get a system that does the wrong thing
really fast.

Also, there are a lot of ways of using most aspects of opengl,
and that's true here as well as in other areas.

For example, you might use the lists as a caching mechanism
where frequently drawn sequences are given a number.  

Another possibility is that you might be able to cache
every instance of every dancer.

But until you get your system working to your satisfaction,
you won't even know if caching is important, let alone
which parts of the drawing take the most time.

-- 
Raul
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