Hi. So far I have this thing that can render a heightmap with per-vertex color and per-vertex shading (huzzah for next-gen graphics!).
The thing is that the GL class I did is tailored to render that specific heightmap and nothing else, so my next step would be refactor it so it can render several objects (and maybe several program objects), but i'm at a loss about how should I set up my mesh class, how to handle the resulting mesh objects and how to relate them to their VBOs and such.
Currently DataMesh holds an array of floats with the already processed (interleaved color,normal,position) data and a FloatBuffer for passing the data to OpenGL (perils of Java Native Interface) but I have to set up something else that connects the mesh with the OpenGL specific things, ie, Vertex Array Objects, Vertex Buffer Object and shaders going to be used to render that mesh.
What should I store in my mesh class? It is ok to store API specific things on it? (ie, VBO id, maybe shader Ids that it uses) Or it should I set up some manager to do that thing? In which case, how would that manager operate? What data it would contain? When generating vbos, there is a "generic" way to handle attribute pointers? Or I should make a method for each possible vbo configuration? (ie, one method for vertex + color, another for vertex + color + normal, another for vertex + normal + texture coords, etc).
On an unrelated note, it is okay to assume that every vertex passed will always have its w component equal to 1.0f?