On Nov 13, 2013, at 2:29 PM, Igor Stasenko <siguc...@gmail.com> wrote:
> > > > On 13 November 2013 11:32, Stéphane Ducasse <stephane.duca...@inria.fr> wrote: > JB can you read and reply to this mail? > >> Hi >> >> What Doru wrote pretty much sums it up. >> >> CodeCity under VW was based on JUN, which provided a programmer-friendly API >> built on top of OpenGL. Since there is no such thing under Pharo, when I >> later started to work on CodeCity under Pharo, I needed to learn about how >> to program directly to OpenGL. And the only example I had for that was >> SourceCity. In the meantime I manage to get a grip on my basic needs and was >> ready to move forward to implementing CodeCity. Now that does not work >> anymore in Pharo 3.0 so I am stuck. I could continue to program under Pharo >> 2.0, but what's the point? > > for now probably, because if you that is the one the most interested guy in > that does not have the time to understand why others that > do not need 3D should do it. NBOpenGL was a side project to give a try of > busy people too. I'm sorry to say that > but we cannot be on all fronts especially when they are changing. > > So can you tell us if you see what changed between 2 and 3. I have no idea. > > > NBOpenGL needs to be updated to sync with changes in NB about > NBExternalStructure. The problem of openGL on pharo 3 is exactly what Igor says. But Montecello should be able to manage that. + small update of the code for linux and windows (maybe maybe not, I will see tomorrow). > Right now it cannot even be loaded into 3.0. > But update is simple (i think JB did that already, just not published?). Grrr, all my code are published ^^. For mac: I do the change for mac last month because I needed it, it is integrated. For linux: I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me. On my roommate computer that work (ubuntu ). But I need feedback. For windows: I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it. I was planned to go test and debug on my home computer (window 7, 64), tomorrow. So, you can expect a fix integrated soon. And having a working OpenGL, exactly as it work in pharo 2.0. > >> I have already looked at Roassal 3d, but it was not easy to separate the API >> from the code. > > Strange because even me I could see that the shadder code should not be in > Roassal 3D but in NBOpenGL :). > Because Roassal 3d should not be about shadder but about 3D. > >> And it is something completely different than what I have been using (and >> SourceCity, too), because Roassal 3d is using the modern OpenGL methodology >> (with FBOs and stuff). > > Yes they changed the API and deprecated the old way of doing it. I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. >> So, I would really appreciate if that API would find its way from Roassal to >> NBOpenGL and I could use it for CodeCity. > > See below > >> Unfortunately I am able to help a lot with that, because I know very little >> about this and I also don't have enough time (I am doing CodeCity in my >> spare time). But, if you have concrete things that I can do, I'd be happy to >> help. > > Three remarks: > - I know that jean-baptiste worked on moving part of roassal3d to > NBOpenGL Shader part are done for now. > - I'm not sure that doing 3d without investing a bit in the underlying > technology is wise. Because you will be always relying > on other people and probably frustrated when things are not working. + 1 > - Since JB does not know how to communicate here is what he did for fun > instead of pushing MoosePython :) > a renderer to video to videos stream for openGL -> MKV, mp4 based one > ffmpeg). The code is openGL extra. As an example you > can get > https://www.dropbox.com/sh/uyli3tx3drendvj/qzA_Hy0jnk > \ > yes, my bad. > Now again if nobody builds a jun like library in Pharo it will not exist. > > Stef > > > >> Cheers >> Ricky >> >> >> >> >> On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <tu...@tudorgirba.com> wrote: >> Hi, >> >> I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and >> 3.0 such that this does not work anymore on Windows. The fact that he >> mentioned 64 bits is not relevant for this discussion :). >> >> I also guess he wants to put some effort into understanding this as well but >> he needs a bit of guidance. Right Ricky? >> >> Cheers, >> Doru >> >> >> >> On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse >> <stephane.duca...@inria.fr> wrote: >> Richard >> >> you should have a look at ROASSAL 3d because ronie improved the shadder part >> (no more assembler) >> and his code should be split in two and one part should go to NBOpenGL. >> Now he is experiencing some problem with NBOpenGL on windows as you. >> >> NativeBoost does not work on 64 bits. Yet but igor is really busy finishing >> the texteditor (and I can tell you that >> he does not have fun there). >> >> So it is important that you help because we are FULL >> and sorry about that but really FULL. >> >> Ronie will visit us in January and share an office with igor. >> >> Stef >> >> >> > Hi >> > >> > CodeCity, the project I am working on is based on NBOpenGL. >> > I'd like to start working on it using Pharo 3, but it seems that NBOpenGL >> > does not work yet with Pharo 3.0. >> > >> > I downloaded from jenkins the latest image with Pharo 3 and tried to >> > execute the following code on Windows 7, 64 bits: >> > >> > GLTTRenderingDemo new openInWorld. >> > >> > but I get a 'No suitable implementation found for initializing OpenGL >> > context for your platform'. >> > It seems that NBGLContextDriver does not have a subclass for Windows >> > 64bits. Did I omit something? >> > >> > Cheers >> > Ricky >> > >> >> >> >> >> >> -- >> www.tudorgirba.com >> >> "Every thing has its own flow" >> > > > > > -- > Best regards, > Igor Stasenko. Best Regards Jean Baptiste Arnaud jbaptiste.arn...@gmail.com