Thanks everyone! That would be great. Looking forward to having NBOpenGL up and running again.
Cheers Ricky On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <stephane.duca...@inria.fr > wrote: > >> 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 > > > > > > > > >