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I think your image is outdated ...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







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