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?

I have already looked at Roassal 3d, but it was not easy to separate the
API from the code. 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). So, I would really
appreciate if that API would find its way from Roassal to NBOpenGL and I
could use it for CodeCity. 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.

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"
>

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