so richie

have a look at the repository and load the latest version to see if they work 
(not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <wet...@gmail.com> wrote:

> 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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