>> 
>> 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
> 
> 
> 
> 
> 
> 
> 

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