Hi

Wanted to let you know that the GLTTRenderingDemo is working again on
Windows.
Thanks a lot for your effort!

Ricky


On Thu, Nov 14, 2013 at 6:14 PM, Tudor Girba <tu...@tudorgirba.com> wrote:

> 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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