Should work after integration.
Configuration updated. 
Need fix review for integration in nativeBoost, will do that with igor this 
afternoon.


On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <jbaptiste.arn...@gmail.com> 
wrote:

> 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
> 
> 
> 
> 
> 
> 
> 

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







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