What's a good Object Oriented Strategy for OpenGL/Graphics
I'm learning from a book which has a good strategy of putting everything necessary to a scene in an object, and each object member corresponds to a certain duty that is necessary for opengl to show a scene such as one function for initializing all lights and another for preparing the objects for redrawing, one for resizing and one for rendering etc. I find this useful because I can move this object and use it more easily between different APIs such as windows and glut. I was wondering if anyone uses a different strategy for rendering an opengl scene than this one.