ok I have openGL work on my windows 7 machine.
I will update the configuration. But I need to publish also a fix in 
NativeBoost win.
This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] 
NBOpenGL VM crash.

I open a bug entry. When It will be integrated. 
Window should work well. But if you have any trouble, give me feedback.


On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <stephane.duca...@inria.fr> 
wrote:

> 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
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
>> 
>> 
> 

Best Regards
Jean Baptiste Arnaud
jbaptiste.arn...@gmail.com







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