Today i'm happy to announce that i can run my 2 years-old demo which i did when created NBOpenGL bindings first on Windows, working without ANY changes in code on Mac.
The main hurdle with adding MacOsx support was that it is largely unknown platform to me , and there are 3 different ways to get there, namely CGL, Carbon and Cocoa. Fortunately CGL approach worked well, despite its a bit limited (you cannot create a windowed context, only fullscreen or offscreen one). But since i am using FBO's , it doesn't really matters. Of course it may make difference for people who want to use GL in different setup. In order to load project, take a fresh Pharo 1.4 image, load ConfigurationOfNBOpenGL package using MC from MCHttpRepository location: 'http://www.squeaksource.com/NBOpenGL' user: 'sig' password: '' or by Gofer it squeaksource: 'NBOpenGL'; package: 'ConfigurationOfNBOpenGL'; load and then issue: ConfigurationOfNBOpenGL project lastVersion load. Remember, that you have to use CogVM with NativeBoost plugin, which you can download from here: https://ci.lille.inria.fr/pharo/view/NativeBoost/job/NB-Cog-Mac-Carbon/lastSuccessfulBuild/artifact/ If everything goes well, you should be able to run a demo by doing: GLTTRenderingDemo new openInWorld. P.S. @ Windows users: due to refactorings which i did, a windows-specific support code is currently broken. So please use older versions of packages (prior to this month). I will fix them very soon. -- Best regards, Igor Stasenko.