On 14 November 2013 14:25, Jean Baptiste Arnaud
<jbaptiste.arn...@gmail.com>wrote:

> Yes the fix is not integrated yet.
> NBWndClassEx should not be a variable subclass anymore. This part should
> be checked with Igor.
>
> NBWndClassEx>>#initialize
> self cbSize: (self class instanceSize).
> and not self basicSize.
>
> ah, yes, of couse since before NBWndClassEx was var-byte and its basicSize
was always == instanceSize, but now it is no longer like that and
you need to use longer expression e.g. (self class instanceSize)


> You can rebuildField accessor too (class side on every
> NBExternalStructure).
>
> Do this change and your image should work. (with the last openGL-Win)
> I can take you a picture of my computer.
>
> For more accurate answer I need the crash.dump
>
>
> On Nov 14, 2013, at 1:47 PM, Tudor Girba <tu...@tudorgirba.com> wrote:
>
> Hi,
>
> As I understand there are still some things to be integrated in
> NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of
> NBOpenGL crashes the VM (on Win 7) when doing:
> GLTTRenderingDemo new openInWorld.
>
> Could you point us to the NativeBoost fix to see if it works?
>
> Doru
>
>
> On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <
> jbaptiste.arn...@gmail.com> wrote:
>
>> Should work after integration.
>> Configuration updated.
>> Need fix review for integration in nativeBoost, will do that with igor
>> this afternoon.
>>
>>
>> On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <
>> jbaptiste.arn...@gmail.com> wrote:
>>
>> ok I have openGL work on my windows 7 machine.
>> I will update the configuration. But I need to publish also a fix in
>> NativeBoost win.
>> This bug is the same related to the VM crash in Pharo dev : [Pharo-dev]
>> NBOpenGL VM crash.
>>
>> I open a bug entry. When It will be integrated.
>> Window should work well. But if you have any trouble, give me feedback.
>>
>>
>> On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <stephane.duca...@inria.fr>
>> wrote:
>>
>> so richie
>>
>> have a look at the repository and load the latest version to see if they
>> work (not using the configuration).
>> This is what we will try here (chile).
>>
>> Stef
>>
>> On Nov 14, 2013, at 9:58 AM, Richard Wettel <wet...@gmail.com> wrote:
>>
>> Thanks everyone! That would be great.
>> Looking forward to having NBOpenGL up and running again.
>>
>> Cheers
>> Ricky
>>
>>
>> On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <
>> stephane.duca...@inria.fr> wrote:
>>
>>>
>>>> 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 ^^.
>>>
>>>
>>> Where? When did you announce it?
>>> Sorry but how can you expect guys from the other part of the planet to
>>> know it.
>>> Communication in open-source is important because people do not know
>>> what others
>>> are doing.
>>> You know richie asked and ronie too and they are smart guys. But they
>>> cannot guess.
>>>
>>> For mac:
>>> I do the change for mac last month because I needed it, it is
>>> integrated.
>>>
>>>
>>> ah ok this is why it is working on mac.
>>>
>>> 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.
>>>
>>>
>>> oki we will check that tomorrow I hope.
>>>
>>> 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.
>>>
>>>
>>> Ok we can say it to ronie to have a look.
>>>
>>> So, you can expect a fix integrated soon.
>>>
>>> And having a working OpenGL, exactly as it work in pharo 2.0.
>>>
>>>
>>> Excellent.
>>>
>>>
>>>
>>>
>>>
>>>>  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
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>
>>
>>   Best Regards
>> Jean Baptiste Arnaud
>> jbaptiste.arn...@gmail.com
>>
>>
>>
>>
>>
>>
>>
>>
>>   Best Regards
>> Jean Baptiste Arnaud
>> jbaptiste.arn...@gmail.com
>>
>>
>>
>>
>>
>>
>>
>>
>
>
> --
> www.tudorgirba.com
>
> "Every thing has its own flow"
>
>
> Best Regards
> Jean Baptiste Arnaud
> jbaptiste.arn...@gmail.com
>
>
>
>
>
>
>
>


-- 
Best regards,
Igor Stasenko.

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