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 ---------------------------------------------------------------------- For information about J forums see http://www.jsoftware.com/forums.htm
