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