Dear Pharo users,
We made a short script with Guille during the Pharo sprint to detect at startup
when image crashed, and propose to open changes browser to recover lost
changes. It should be useful for beginners who do not know of the Changes
Browser.
It should be available tomorrow on Catalo
Hi Vincent,
I cannot manage to reproduce your bug (on Mac). Can you post the last entry in
your .changes file?
Cheers,
Thibault
> Nice!
>
> I am eager to see it with a better change set manager, i.e. Epicea ;)
>
> Your tool works nicely when you save and close the image properly.
> However, w
Hi,
I would like to do a bit of OpenGL in Pharo, but it does not seem to work at
the moment.
Tried NBOpenGL with a spur image (50560):
_ fails at installation from configuration browser (need to click again on
installing to get all classes)
_ demo "GLTTRenderingDemo new openInWorld" fails at NB
gt; Content-Type: text/plain; charset=windows-1252; format=flowed
>
> Check bloc under Moose in the CI
> there is a little class with the binding.
>
> Stef
>
> Le 11/3/16 13:22, Thibault Raffaillac a ?crit :
> > Hi,
> >
> > I would like to do a bit of OpenGL in P
> 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
clude, and cc should list
it among include directories with -v
Cheers,
Thibault
>
> Cheers,
> Alexandre
>
> > On Mar 25, 2016, at 6:37 AM, Thibault Raffaillac
> > wrote:
> >
> >> Can you include a proper build script?
> >
> > Yep sorry, he
There's (hopefully!) no question of throwing it away already. That represents
too much work, and pretty good design choices IMO. Yet I'm still pretty new to
Pharo/Smalltalk so simply need time. At the moment I am only practicing on a
GLFW binding.
Now, I do believe in OpenGL and hardware renderi
)
Note however that putting nil works when FFI expects a String.
Cheers,
Thibault Raffaillac
it is a pointer?
Cheers,
Thibault Raffaillac
> (SDL2 glGetAttribute: 6 into: value) should return 16.
> > I've seen NBOpenGL put "out" before value in method header, should it
> > matter? (does not make it work though)
> > Last but not least, should we attach '*' to the type or variable for FFI
> > to understand it is a pointer?
> >
> > Cheers,
> > Thibault Raffaillac
a kind of external object) you have to do:
>
> SDL2 glCreateContext: FFIExternalObject null.
>
> Esteban
>
>
> > On 07 Apr 2016, at 12:06, Thibault Raffaillac
> > wrote:
> >
> > Hi,
> >
> > I am having trouble passing nil to a function
> > 1) Declare a class variable
> >
> > MyClass class>>initialize
> > INT_PTR := FFIExternalValueHolder ofType: ?int?.
>
> as a larger explanation, this will create an anonymous subclass to keep ?int?
> values, than later you can use as a type in your function call. Some people
> would call
> I will not add for the moment that predefined types value holders? We would
> need to add one for each type we support to be consistent, and document it,
> and add tests.
> And btw? you do have a generic holder? is just that you need to refine it to
> what you want :)
Couldn't we use FFIInt32? T
Hi,
I tried lots of ways to pass an array, based on the few examples found here and
there.
My example is:
GLES2Buffer class>>gen: n into: buffers
self ffiCall: #(void glGenBuffers(int n, int* buffers))
With buffers := FFIExternalArray newType: 'int' size: n (or FFIExternalArray
gcExternalNe
Hi,
My work on OpenGL ES is almost done, and I am now trying to play with it in the
Playground. However, since constants are stored in a pool dictionary you have
to create a class importing it to encapsulate your OpenGL calls, so cannot just
write snippets in Playground. This is very annoying f
> What you could do is to generate class methods for each of the classvariable
> in pseudo code
>
> OpenGL classVariables do: [:each |
> OpenClass class compiled: each name, ' ^ ', each name classified:
> accessing ]
>
> this way you can do
>
> OpenGL MyConstant in the playground
Problem
> > What happens if Pharo is launched on a retina computer?
> You get the same thing as on a non-retina display, except instead of each
> fuzzy pixel you get a visibly sharper square made of 2*2 retina pixels.
> From sufficiently far away there's no difference, but when you're right in
> front of i
Hi all,
My tiny binding for OpenGLES2 is ready :)
http://smalltalkhub.com/#!/~ThibaultRaffaillac/OpenGLES2/
It takes a different direction than that of NBOpenGL. I found the support for
all versions of OpenGL overwhelming, both for beginners and to maintain. With a
limited number of functions I
per glyph, with proper texture
coordinates.
Is there any such texture atlas implementation yet atop FreeType?
Cheers,
Thibault Raffaillac
+1 for your analysis!
> One of the biggest issue of OpenGL is related with vsync, which is an
> operation that can block all of the Pharo processes.
It does indeed, but is one way to sync with display rate (until we get threaded
FFI of course then a thread can handle the wait). Currently we hav
I am not very fond of event loops in general, because they imply "many inputs,
one output" (process all pending events, then update screen).
For Morphic this is fine, because it displays on one screen, refreshing
at/around its frequency. But there might be other screens, or network-output,
file-
Thanks for these mails, that's actually very helpful!
I am working on a shorter syntax for animations at the moment (than
GLMAnimation, Viva, Bloc-Animation), and could not find a proper equivalent to
requestAnimationFrame (i.e. that would be independent of any UI yet in sync
with display, and a
Hello,
I am happy to release the Animation package at last!
http://smalltalkhub.com/#!/~ThibaultRaffaillac/Animation
This is a general animation system, which can turn any setter message into a
smooth transition (provided the target value supports + and *Float).
Examples:
AnimationProperty new
Great!
Tell me when you have any feedback (good or bad indeed).
Thibault
> Hello,
>
> Cool, I'll give a try to add animations to my windows switcher (Mirage [1]).
>
> Julien
>
> Links:
> [1]: https://github.com/juliendelplanque/Mirage
> Hi kilon,
>
> Some weeks ago I tried the C live programming technique for the Ludum Dare.
> It works very well. For that occasion I wrote this short article
> https://ldjam.com/events/ludum-dare/38/smalcoded-a-small-eco-destroyed-world/a-diabolical-game-for-a-diabolical-experiment
> . The game e
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