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" >