I have an OpenGL GLUT-based (yes, I know, GLUT is ancient) C++ program that alternatingly prints out a blue rectangle and a red square, located at the point in the GLUT window where the user clicks the mouse. This is working fine.
I encountered a mind-boggling amount of trouble, however, when I attempted to modify the above program so that the aforementioned shapes REMAIN on the canvas after their initial animation.
I have created a Shape class which holds such information as the number of vertices, color, coordinates, etc. The class seems fully functional when the program is only drawing one shape at a time.
In order to solve the multiple-shapes-at-once problem, I created a std::list<Shape> linked list. However, when I iterate through the linked list via the std::list<Shape>::iterator mechanism, the objects appear to be tied together in memory. That is, iteration yields the exact same shape object, coordinates and all, for each index in the Linked List.
I have tried the following solutions:
making the linked list a std::list<Shape*> instead of a std::list<Shape>,
- utilizing the heap for object allocation via Shape* my_shape = new Shape(params),
- and combining the the two above methods.
Here is my void display() GLUT function, along with the relevant global variables AND the class definition/declaration:
class Shape
{
public:
    Shape();
    Shape(int, double[], int[]);
    int type; //0 = rectangle, 1 = circle, 2 = triangle
    int numVertices; //stores total number of vertices in the 2D object.
    double* vertexArray; //a dynamic array that stores each vertex's (x, y)-coordinates in alternating successive indices
    int* rgb; //an array that contains the 3 rgb values s.t. rgb = {r, g, b}
    double* center; //an array that contains the (x, y)-coordinates of the shape's center on the 2d plane.
    int velocity[2]; //a array of size 2 that holds the object's x-velocity in index 0 and the object's y-velocity in index 1
};
    //default Shape constructor
Shape::Shape()
{
}
//Shape constructor 
Shape::Shape(int shapeType, double vertices[], int color[]) //constructor for creating a stationary 2D shape
{
    type = shapeType;
    if (shapeType!=1) //as long as shape is NOT a circle, interpret the second constructor parameter as a list of vertices 
    {
        vertexArray = vertices;
    }
    rgb = color;
    if (shapeType==0) //shape is a rectangle
    {
        numVertices = 4;
    }
    else if(shapeType==1) //shape is a circle
    {
        //shape is a circle, therefore the second array param is in fact an array of size 2 containing the (x, y)-coordinates of the circle origin...
        center = vertices;
    }
    else if (shapeType==2) //shape is a triangle
    {
        numVertices = 3; 
    }
}
std::list<Shape> shapeList;
void my_display(void) 
{
  /* clear the buffer */
  glClear(GL_COLOR_BUFFER_BIT);
  //altFlag is just a value to allow alternating between rectangles/circles being printed
  if (altFlag==1)
  {
      printf("Drawing rectangle at: (%g, %g)\n", my_x, my_y);
      /*instantiate a Shape() object representing a blue rectangle*/
      int rgbColor[3] = {0, 0, 1};
      double vertices[4] = {my_x/window_w, my_y/window_h, my_x/window_w + my_rect_w, my_y/window_h + my_rect_h};
      Shape my_rectangle(0, vertices, rgbColor); //uses constructor (shape type, list of vertex coordinates, length of coordinate list, color)
      glColor3f((GLfloat)my_rectangle.rgb[0], (GLfloat)my_rectangle.rgb[1], (GLfloat)my_rectangle.rgb[2]) ; /* (Red, Green, Blue); so here we ask for Blue */
      glRectf(my_rectangle.vertexArray[0], my_rectangle.vertexArray[1], my_rectangle.vertexArray[2], my_rectangle.vertexArray[3]); //call to function to draw a rectangle
      altFlag=0;
      shapeList.push_front(my_rectangle);
  }
  else
  {
      /*instantiate a Shape() object representing a red circle*/
      int circleColor[3] = {1, 0, 0};
      double circleCenter[2] = {(my_x), (my_y)}; //{center x coord, center y coord}
      //Shape* my_circle = new Shape(1, circleCenter, circleColor); 
      Shape my_circle(1, circleCenter, circleColor);
      glColor3f(my_circle.rgb[0], my_circle.rgb[1], my_circle.rgb[2]);
      glCirclef(my_circle.center[0], my_circle.center[1]); //call to function to draw pseudocircle
      altFlag=1;
      shapeList.push_front(my_circle);
  }
  //iterate over shapeList, print out values of the rgb array.
  for (std::list<Shape>::iterator iter = shapeList.begin(); iter != shapeList.end(); iter++)
  {
      printf("%d, %d, %d\n", iter->rgb[0], iter->rgb[1], iter->rgb[2]);
  }
  glutSwapBuffers();
  return;
While this is part of an assignment, the question pertains to the language being used, as opposed to the graphics library which is the focus of the course.
 
     
     
    