Thanks a lot for looking into this. We will check tomorrow when we are back
in front of a Windows machine, and let you know how it works.

Cheers,
Doru


On Thu, Nov 14, 2013 at 4:57 PM, Jean Baptiste Arnaud <
jbaptiste.arn...@gmail.com> wrote:

> 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
>
>
>
>
>
>
>
>


-- 
www.tudorgirba.com

"Every thing has its own flow"

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