[Pharo-project] Morpheas , bringing Morphic to Opengl (3d GUIs)

Javier Pimás elpochodelagente at gmail.com
Wed Mar 21 11:51:19 EDT 2012


I just have the font rendering example that uses openGL as a backend. I saw
a cube some days ago in the mailing list, is that code available to try? It
is interesting in the screenshot how the blitting was caught in the middle,
I didn't check why this happens.

Cheers.

On Tue, Mar 20, 2012 at 12:03 PM, Schwab,Wilhelm K <bschwab at anest.ufl.edu>wrote:

>  +1 :)
>
> On to the more serious topic: are we bringing morphic to OpenGL (true 3D
> gui ala Croquet, and a BAD idea IMHO), or are we bringing OpenGL-powered 3D
> morphs/windows/views/whatever to embed in a 2D environment (a VERY GOOD
> idea IMHO).
>
> Not meaning to rain on anyone's parade, but Croquet was arguably a huge
> missed opportunity.  Their code for manipulating 3D objects was a thing of
> beauty, as far as I got with evaluating it, but they pointedly (for a
> while) refused to let go of the 3D immersion.   AFAIK, the mesh loading and
> object manipulation features are now available separately on Squeak Source
> as CroquetGL.
>
>  What I am really wanting for 3D is to have one or more views on a scene,
> and to embed them in a traditional 2D user interface.  I hope that will not
> get lost while any other visions advance.  Options are good.
>
> Bill
>
>
>   ------------------------------
> *From:* pharo-project-bounces at lists.gforge.inria.fr [
> pharo-project-bounces at lists.gforge.inria.fr] on behalf of Bernardo
> Ezequiel Contreras [vonbecmann at gmail.com]
> *Sent:* Tuesday, March 20, 2012 10:22 AM
> *To:* Pharo-project at lists.gforge.inria.fr
>
> *Subject:* Re: [Pharo-project] Morpheas , bringing Morphic to Opengl (3d
> GUIs)
>
>  +1
>
> On Wed, Mar 21, 2012 at 11:16 AM, Alexandre Bergel <
> alexandre.bergel at me.com> wrote:
>
>> I think that moat of us appreciate screenshots sent on the mailing list
>> :-)
>>
>> Cheers,
>> Alexandre
>>
>>
>> Le 19 mars 2012 à 10:50, Igor Stasenko <siguctua at gmail.com> a écrit :
>>
>> > great!
>> >
>> > On 19 March 2012 16:11, Javier Pimás <elpochodelagente at gmail.com>
>> wrote:
>> >> I got some time and finished commiting it.
>> >>
>> >> Steps to load it (I tested with pharo 1.3):
>> >>
>> >> 1. load NBOpenGL with its configuration.
>> >> 2. load NBXLib package from monticello
>> >> 3. load NBOpengl-X package from monticello
>> >>
>> >> Then you can run the example (you'll need tahoma font):
>> >>
>> >> 4. add the patch I attach.
>> >> 5. Do this:
>> >>
>> >> GLTTRenderingDemo new openInWorld.
>> >>
>> >> tell if something doesn't work.
>> >>
>> >> Cheers,
>> >> Javier.
>> >>
>> >> On Tue, Jan 31, 2012 at 12:53 PM, Javier Pimás <
>> elpochodelagente at gmail.com>
>> >> wrote:
>> >>>
>> >>> Hi! IIRC: Two months ago the code was working on windows but needed
>> some
>> >>> modifications to create the contexts on the other platforms. Probably
>> Igor
>> >>> did that for mac now, and maybe even linux, but I have to test. I
>> remember I
>> >>> was working on the NBXLib wrapper so that context creation can be
>> done with
>> >>> st code on linux. I will continue with all this this week, I just
>> have to
>> >>> download everything and catch up with recent changes and then I'll
>> come
>> >>> back.
>> >>>
>> >>> Cheers,
>> >>> Javier.
>> >>>
>> >>>
>> >>> On Tue, Jan 31, 2012 at 10:38 AM, Igor Stasenko <siguctua at gmail.com>
>> >>> wrote:
>> >>>>
>> >>>> On 31 January 2012 10:29, dimitris chloupis <thekilon at yahoo.co.uk>
>> wrote:
>> >>>>> I wanted to ask if NB and COG will support windows as well, I see no
>> >>>>> windows
>> >>>>> build.
>> >>>> there is windows build, just check downloads page of NB project site.
>> >>>>
>> >>>>>
>> >>>>> and here we go with first problem. I am in linux mint 12 32 bit
>> with a
>> >>>>> graphic card NVIDIA GEFORCE 6200 .
>> >>>>>
>> >>>>> I got Cog VM with the Nativeboost plugin + Pharo 1.4 image +
>> >>>>> Nativeboost +
>> >>>>> NBOpenGL
>> >>>>>
>> >>>>> This is my workspace
>> >>>>>
>> >>>>> ----
>> >>>>> Gofer it
>> >>>>>         squeaksource: 'NativeBoost';
>> >>>>>         package: 'NativeBoost-Installer';
>> >>>>>         load.
>> >>>>>
>> >>>>>
>> >>>>> NBInstaller install.
>> >>>>>
>> >>>>> Gofer it
>> >>>>>         squeaksource: 'NBOpenGL';
>> >>>>>         package: 'ConfigurationOfNBOpenGL';
>> >>>>>         load.
>> >>>>>
>> >>>>> ConfigurationOfNBOpenGL project lastVersion load.
>> >>>>>
>> >>>>> test := (GLTTRenderingDemo new) openInWorld; yourself.
>> >>>>> ---
>> >>>>>
>> >>>>> the problem appears in the last line with an error "No suitable
>> >>>>> implementation found for initlising OpenGL context" . Should I
>> assume
>> >>>>> it can
>> >>>>> find OpenGL libraries or is it a problem with the graphic card
>> drivers.
>> >>>>> CC
>> >>>>> has been given me problem, but Blender works okish considering it
>> >>>>> completely
>> >>>>> reliant on OpenGL
>> >>>>>
>> >>>>
>> >>>> Yes, because for linux we don't have an opengl initialization yet.
>> >>>> Javier were working on that..
>> >>>> @Javier, what is the status?
>> >>>>
>> >>>> --
>> >>>> Best regards,
>> >>>> Igor Stasenko.
>> >>>>
>> >>>
>> >>>
>> >>>
>> >>> --
>> >>> Lic. Javier Pimás
>> >>> Ciudad de Buenos Aires
>> >>
>> >>
>> >>
>> >>
>> >> --
>> >> Lic. Javier Pimás
>> >> Ciudad de Buenos Aires
>> >
>> >
>> >
>> > --
>> > Best regards,
>> > Igor Stasenko.
>> >
>>
>>
>


-- 
Lic. Javier Pimás
Ciudad de Buenos Aires
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