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"