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"