Almost everything related to JOGL is on jogamp.org: http://jogamp.org/jogl/www/. The "Demo Repository" link takes you to the source code - you need to drill down a bit, but the directory names are pretty much self-explanatory.
Are you asking about Gears.java? The drawing is effected in the overridden methods, chiefly display. If you haven't worked with OpenGL before, working through one of the tutorials might be a good idea so that you get an idea of the programming model, and which events of GLEventListener a program should react to.
I've done plenty of research into OpenGL. Trust me. I just don't have knowledge of the syntax for Retained Mode in JOGL. I know that it is there (retained mode) one of the demos uses it. I just have only found that one and
it is difficult to work through - its very complicated.
So VAOs and VBOs are used to store vertex lists, indices lists, texture maps, and lighting information among other things, Then there is a loop that calls drawElements() that does the actual rendering. It is quite different
from immediate mode.
posted 1 year ago
I am making a class that handles all the VBO For the vertex buffers To separate it from the model code
My question is Can I put the vertex buffer bindings in a loop So that when I load a new model file I can update the vertex buffers
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