Better name it "Pharo OpenGL ES" so people don't get confused why some of their OpenGL code does not work. You won't finds docs about it , the guy that made it rarely frequents this forums anymore and his code is based on a api that is no longer included and supported by Pharo because it was doing a lot of machine code stuff that was very hard to maintain.
My advise is don't worry about backward compatibility , make it easy, make it simple. Don't be afraid to code some of it in C if you have to. Sometimes it's far easier to use C than Pharo. Pharo is no magic wand. And foremost ask a ton of questions. We love questions. On Fri, 25 Mar 2016 at 11:38, Thibault Raffaillac < thibault.raffail...@inria.fr> wrote: > > Can you include a proper build script? > > Yep sorry, here are the steps I used to make it run on OSX: > $ brew install glfw3 > $ cc demo.c -lglfw3 -framework OpenGL > > For other systems the doc is hopefully detailed enough ( > http://www.glfw.org/docs/latest/build.html). > > > Why do you say ?porting NBOpenGL?? Is it just a matter of rewriting the > > native calls with the new FFI system? > NBOpenGL functions were generated automatically from NBGLGenerator, so I > need to get used to the tool beforehand. It looks like a lot of work was > put into this, can I find a paper about it? > Also, IMO this all looks too complex. My point in limiting to ES 2 is not > just removing functions, I want to make it look simple like the C demo! > > Thibault > >