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"

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