On 24 February 2012 01:26, Lawson English wrote:
> I was experimenting a little bit. What is the best way, using code, to put
> an GLViewportMorph into a scrollpane? the things I have tried so far seem to
> either crash Pharo or not work as I expect.
>
By default GLViewportMorph copying a render
Thanks for that code, Stéphane. I'll work up a video tutorial on it once
Igor gets his next configuration* set.
L.
On 2/22/12 2:11 PM, Stéphane Ducasse wrote:
Igor coded with me one hour to show me step by step how to produce a rotating
pyramid in Pharo :)
Have fun (igor will update the conf
On Feb 22, 2012, at 11:22 PM, Lawson English wrote:
> Thanks for that code, Stéphane. I'll work up a video tutorial on it once Igor
> gets his next configuration* set.
Excellent i was planning to do it but I'm flooded by work
What I want is that every single person with zero knowledge can do i
On 22 February 2012 23:22, Lawson English wrote:
> Thanks for that code, Stéphane. I'll work up a video tutorial on it once
> Igor gets his next configuration* set.
>
I made new config for NativeBoost. So, in order to make things run on
latest 1.4.
after loading config of NBOpenGL, load last vers
My videos on Croquet OpenGL discuss the first 6. In fact, that GUI
texture thing was done only using the techniques used in NeHe 6.
I'll go back and recreate the NeHe code for 2-6 using NBOpenGL as soon
as I get your updated code installed.
L
On 2/23/12 12:13 PM, Igor Stasenko wrote:
We act
My smorgasbord of Smalltalk OpenGL videos:
http://www.youtube.com/playlist?list=PLD60480623B5B1382&feature=view_all
my live refactoring demo using OpenGL, which usually gets non-Smalltalk
programmers going "huh? how did you do that?":
http://www.youtube.com/watch?v=_QGAAOPC0kE&list=PLD6048062
I haven't seen this video before:
http://www.youtube.com/watch?v=yQHAoH8t8aM
you doing crazy things, which i wouldn't recommend to do at all,
but for the purpose of explaining the point it is right way :)
Yes, it is really hard to explain to people that what they looking at
is a tip of iceberg.
Excellent.
Could you use large fonts :)
The idea is that we should be able to see the code and to follow.
Stef
On Feb 23, 2012, at 8:38 PM, Lawson English wrote:
> My videos on Croquet OpenGL discuss the first 6. In fact, that GUI texture
> thing was done only using the techniques used in NeHe
Great to see 3D on Pharo again!
Just a remark, somewhere there should be stated that directly loading
vertex one by one with glVertex3f(..); is deprecated in the latest
OpenGL. In favor of mechanisms that load the geometry to the renderer
as a whole, as for example vertex buffer objects.
In shor
Hi, is this ready for Linux ? I tried loading NBOpenGL-X after but I got
This package depends on the following classes:
> NBXLibConstants
> You must resolve these dependencies before you will be able to load these
> definitions:
> NBGLXContextDriver
> supportsCurrentPlatform
> createContex
Hi, quick answer: almost, probably tomorrow.
long answer: I have the changes on NBOpenGL-X needed to make it work on
Linux in my image, but they are quite a few and I have to dedicate some
time to upload them. Tomorrow I'll try to commit to the ss repo. Before
loading NBOpenGL-X you have to load N
I was experimenting a little bit. What is the best way, using code, to
put an GLViewportMorph into a scrollpane? the things I have tried so far
seem to either crash Pharo or not work as I expect.
L.
On 2/23/12 1:09 PM, Igor Stasenko wrote:
I haven't seen this video before:
http://www.youtu
On 23 February 2012 23:23, Fernando Olivero wrote:
> Great to see 3D on Pharo again!
>
> Just a remark, somewhere there should be stated that directly loading
> vertex one by one with glVertex3f(..); is deprecated in the latest
> OpenGL. In favor of mechanisms that load the geometry to the render
On Feb 24, 2012, at 4:05 AM, Igor Stasenko wrote:
>
> Anyways, i don't like the fact that it copying the rendered stuff from
> video memory back to main memory,
> and then copying stuff back to video memory (but this time by morphic + VM).
> But this was a cheap way to get demo working and morphi
On 24 February 2012 11:22, Henrik Johansen wrote:
> On Feb 24, 2012, at 4:05 AM, Igor Stasenko wrote:
>
>>
>> Anyways, i don't like the fact that it copying the rendered stuff from
>> video memory back to main memory,
>> and then copying stuff back to video memory (but this time by morphic + VM).
On Feb 24, 2012, at 2:04 PM, Igor Stasenko wrote:
> On 24 February 2012 11:22, Henrik Johansen
> wrote:
>> On Feb 24, 2012, at 4:05 AM, Igor Stasenko wrote:
>>
>>>
>>> Anyways, i don't like the fact that it copying the rendered stuff from
>>> video memory back to main memory,
>>> and then cop
On 24 February 2012 14:26, Henrik Johansen wrote:
>
> On Feb 24, 2012, at 2:04 PM, Igor Stasenko wrote:
>
>> On 24 February 2012 11:22, Henrik Johansen
>> wrote:
>>> On Feb 24, 2012, at 4:05 AM, Igor Stasenko wrote:
>>>
Anyways, i don't like the fact that it copying the rendered stuff
> Great to see 3D on Pharo again!
>
> Just a remark, somewhere there should be stated that directly loading
> vertex one by one with glVertex3f(..); is deprecated in the latest
> OpenGL. In favor of mechanisms that load the geometry to the renderer
> as a whole, as for example vertex buffer obje
>
>
> Also, I remember in OpenCroquet Squeak could parse positional arguments of
> the form ogl glThis(x,y,x); glThat(x,y,z); -- doesn't it make sense to bring
> this back, since most of the OpenGL code examples on the internet are in this
> form ?
I guess that you want to know since you ask:
On 25 February 2012 17:02, Stéphane Ducasse wrote:
>>
>>
>> Also, I remember in OpenCroquet Squeak could parse positional arguments of
>> the form ogl glThis(x,y,x); glThat(x,y,z); -- doesn't it make sense to bring
>> this back, since most of the OpenGL code examples on the internet are in
>> t
ok I get it now, it doesn't make sense, and the generated method names in
NBOpenGL are more descriptive than both their C and OpenCroquet
equivalents: color3f_red: green: blue: vs glColour3f(?,?,?) & glColor3f:
with: with:) . It would be easy to write code to transcribe C example code
into NBOpenG
:D
On 2012-02-29, at 19:30, Jean Baptiste Arnaud wrote:
> Hi,
> Ok crappy but working example how apply texture to surface with Native Boost
> (OpenGL).
> Next step conquer the world, Pinky.
>
>
>
>
>
>
> On Feb 22, 2012, at 10:11 PM, Stéphane Ducasse wrote:
>
>> Igor coded with me one h
:) you seems to have fun after the lantronix XP.
Stef
On Feb 29, 2012, at 7:33 PM, Jean Baptiste Arnaud wrote:
>
yes, ^^ ;-p
On Feb 29, 2012, at 7:51 PM, Stéphane Ducasse wrote:
> :) you seems to have fun after the lantronix XP.
>
> Stef
>
> On Feb 29, 2012, at 7:33 PM, Jean Baptiste Arnaud wrote:
>
>>
>
>
Regard
Jean Baptiste Arnaud
jbaptiste.arn...@gmail.com
so may be connecting to objective-C :)
But the paperS first ;)
Stef
On Feb 29, 2012, at 8:37 PM, Jean Baptiste Arnaud wrote:
> yes, ^^ ;-p
>
> On Feb 29, 2012, at 7:51 PM, Stéphane Ducasse wrote:
>
>> :) you seems to have fun after the lantronix XP.
>>
>> Stef
>>
>> On Feb 29, 2012, at 7:33
Hi !
I would like to know if it is possible to use texture with vertex3f. I
didn't find anything in opengl bible :S
2012/2/29 Stéphane Ducasse
> so may be connecting to objective-C :)
> But the paperS first ;)
>
> Stef
>
> On Feb 29, 2012, at 8:37 PM, Jean Baptiste Arnaud wrote:
>
> > yes, ^^
On 29 February 2012 23:12, Erwan Douaille wrote:
> Hi !
>
> I would like to know if it is possible to use texture with vertex3f. I
> didn't find anything in opengl bible :S
>
vertex3f is for defining the vertex position and completely orthogonal
to texture(s).
for defining the texture coordinates
woow...
it is always fun to see that something which looks like trash (who can
be impressed by a stupid rotating cube today?)
can be turned into piece of art with a few keystrokes, just by taking
right pictures :)
And that's why it is soo fun to work with graphics.
--
Best regards,
Igor Stasenk
My first rotating cube i programmed in 1982, when i was 16. Today, Professors
at Inria learn it to do from scratch. O tempora, o mores!
What advance in informatics!!!
B.t.w: Turbo Pascal 8086 Compiler, Editor was programmed within 3 weeks by
Heilsberg, under control of a notary!!!
Today, it ta
On 1 March 2012 03:00, Guido Stepken wrote:
> My first rotating cube i programmed in 1982, when i was 16. Today,
> Professors at Inria learn it to do from scratch. O tempora, o mores!
>
> What advance in informatics!!!
>
> B.t.w: Turbo Pascal 8086 Compiler, Editor was programmed within 3 weeks by
On 1 March 2012 04:01, Igor Stasenko wrote:
> On 1 March 2012 03:00, Guido Stepken wrote:
>> My first rotating cube i programmed in 1982, when i was 16. Today,
>> Professors at Inria learn it to do from scratch. O tempora, o mores!
>>
>> What advance in informatics!!!
btw, you can train your spe
Some good news about my demo.
After updating my Lion from 10.0.2 to 10.0.3,
i found that shader magically started working, allowing to enjoy the
smoothing of bezier2 curves running completely on GPU..
Does anybody knows, if there any press-release of some sort, where i
can find what actually was c
can't wait to play with this at the weekend!..
On Thu, Mar 1, 2012 at 3:39 PM, Igor Stasenko wrote:
> Some good news about my demo.
> After updating my Lion from 10.0.2 to 10.0.3,
> i found that shader magically started working, allowing to enjoy the
> smoothing of bezier2 curves running complet
At minimum as Pharo demo i expect to see data coming from a mysql database
or csv file, flying around as bar graph on the pharo desktop.
Such simple things i had in 1986 as demo in Turbo Pascal. See FreePascal,
e.g. Any platform, stable compiler, plenty of libs, blazingly fast, good
community supp
On 1 March 2012 08:54, Guido Stepken wrote:
> At minimum as Pharo demo i expect to see data coming from a mysql database
> or csv file, flying around as bar graph on the pharo desktop.
>
> Such simple things i had in 1986 as demo in Turbo Pascal. See FreePascal,
> e.g. Any platform, stable compile
Maybe don't feed the troll ...
One day, the Grinch's small heart will grown of three sizes.
On Mar 1, 2012, at 10:28 AM, Igor Stasenko wrote:
> On 1 March 2012 08:54, Guido Stepken wrote:
>> At minimum as Pharo demo i expect to see data coming from a mysql database
>> or csv file, flying around
So, Erwan
if you need to handle keyboard in your own project, just take JB's
code and here you go :)
--
Best regards,
Igor Stasenko.
Excellent!
Erwan should really look how we could use that to build a back end for Lumiere
or Klotz.
Alex :) Fernando :)
It will be really fun.
On Mar 1, 2012, at 1:47 AM, Jean Baptiste Arnaud wrote:
> I really like do useless thing ;-p.
>
> The control
> for the cube
> x : increase by one the
> What i really like Igor is, i don't need to close the morph for apply my
> change to the render method, i mean in addition to not recompile the whole
> project.
Yeeesss!
Stef
That's what i do. Jean Baptiste send me his code, and show me how build a
sphere and i'm reading it ... and try to unterstanding how do it ;)
2012/3/1 Stéphane Ducasse
> Excellent!
> Erwan should really look how we could use that to build a back end for
> Lumiere or Klotz.
> Alex :) Fernando :)
Cool erwan. Have fun and learn.
After we will see how we can play with lumber abstractions to avoid reinventing
the wheel.
Stef
On Mar 1, 2012, at 9:51 PM, Erwan Douaille wrote:
> That's what i do. Jean Baptiste send me his code, and show me how build a
> sphere and i'm reading it ... and try
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