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
>
>
>
>
>
>
>
>
>

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