On Nov 14, 2013, at 5:39 PM, Ronie Salgado <ronies...@gmail.com> wrote:
> Still having problems with NBOpenGL under Linux. > > First I'm getting a message not understood for NativeBoostConstants > mac32PlaformId under NBMacGLContextDriver>>supportsCurrentPlatform. Its fixed > by adding the missing 't' to mac32PlaformId, becoming mac32PlatformId. I think your image is outdated ... That is a really old bug. " Name: NBOpenGL-Mac-IgorStasenko.3 Author: IgorStasenko Time: 14 March 2013, 4:16:19.35 pm UUID: d0575b2c-ffc1-4cce-ac2a-3215ae53c599 Ancestors: NBOpenGL-Mac-IgorStasenko.2 - fix typo with mac32PlaformId => mac32PlatformId " But check your openGL version maybe not the right one. How do you load openGL ? ConfigurationOfOpenGL project load: '3.0' ? ==> you should use this one. > Then, after changing that I'm receiving a "function unavailable" error. > Looking at the code I notice that it looks for libGL.so under > /usr/lib/libGL.so. In modern versions of 64 bits Ubuntu, and Linux Mint which > is derived from Ubuntu, libGL.so is not placed under /usr/lib, instead is > placed in a driver dependent folder, which is referenced by a config file in > /etc/ld.so.conf.d/ . With a mesa driver, the OpenGL library is at > /usr/lib/i386-linux-gnu/mesa/libGL.so.1 , so the driver shared object path > cannot be hardcoded. The path problem is a know issue, yes. If you have a good solution. But yes basically you have to update manually the pass in the moduleName variable. > Changing the module name for 'libGL.so.1', doesn't work, but changing it for > '/usr/lib/i386-linux-gnu/mesa/libGL.so.1' gives me an 'unable to resolve > external type: GLXDrawable', adding NBGLXTypes into the pool dictionaries of > NBGlxAPI solves it. I fix that too. > After changing that, it tries to create a multisampled framebuffer, however > it doesn't check the maximum number of samples supported. My machine reports > GL_EXT_framebuffer_multisample as supported, but the FBO created is not > complete. I modified the creation code to use only 1 sample for multisampling > and its works. > Using those hacks makes it work under a 64 bits Linux. Still, whenever I run > an example, I'm getting a top level window that doesn't does nothing, which > is annoying. Closing the windows doesn't break the running OpenGL application. > > Greetings, > Ronie Salgado > > > 2013/11/14 Jean Baptiste Arnaud <jbaptiste.arn...@gmail.com> > 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 > > > > > > > > Best Regards Jean Baptiste Arnaud jbaptiste.arn...@gmail.com