Good news everyone:
        bug fixed and integrated in 3,0 573
I am open for new feedback.


On Nov 14, 2013, at 2:56 PM, Igor Stasenko <siguc...@gmail.com> wrote:

> 
> 
> 
> On 14 November 2013 14:25, Jean Baptiste Arnaud <jbaptiste.arn...@gmail.com> 
> wrote:
> Yes the fix is not integrated yet.
> NBWndClassEx should not be a variable subclass anymore. This part should be 
> checked with Igor.
> 
> NBWndClassEx>>#initialize
>       self cbSize: (self class instanceSize).
> and not self basicSize.
> 
> ah, yes, of couse since before NBWndClassEx was var-byte and its basicSize
> was always == instanceSize, but now it is no longer like that and 
> you need to use longer expression e.g. (self class instanceSize)
>  
> You can rebuildField accessor too (class side on every NBExternalStructure).
> 
> Do this change and your image should work. (with the last openGL-Win)
> I can take you a picture of my computer.
> 
> For more accurate answer I need the crash.dump
> 
> 
> On Nov 14, 2013, at 1:47 PM, Tudor Girba <tu...@tudorgirba.com> wrote:
> 
>> 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"
> 
> Best Regards
> Jean Baptiste Arnaud
> jbaptiste.arn...@gmail.com
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> -- 
> Best regards,
> Igor Stasenko.

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







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