Changing the Object Model
In the current object model, teh application supplies an unsigned int "name", or requests one generated by OpenGL. When this object is used, the implementation does a lookup in a hash table to find the actual object. The object is then bound to edit or use it. Objects can be shared among contexts.
* Object ID is a pointer instead of an uint (typedef void* GLobject
Do this play fine in Java OpenGL wrappers, we dont have pointers. Or do such native side GLObjects are easy and fast to manipulate in Java platform?