>> >> 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 > > > > > > >