Hi, As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing: GLTTRenderingDemo new openInWorld.
Could you point us to the NativeBoost fix to see if it works? Doru On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud < jbaptiste.arn...@gmail.com> wrote: > 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 > > > > > > > > -- www.tudorgirba.com "Every thing has its own flow"