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February 2012
- 124 participants
- 1711 messages
Re: [Pharo-project] fun with NBOpenGL
by Lawson English
I was experimenting a little bit. What is the best way, using code, to
put an GLViewportMorph into a scrollpane? the things I have tried so far
seem to either crash Pharo or not work as I expect.
L.
On 2/23/12 1:09 PM, Igor Stasenko wrote:
> I haven't seen this video before:
> http://www.youtube.com/watch?v=yQHAoH8t8aM
>
> you doing crazy things, which i wouldn't recommend to do at all,
> but for the purpose of explaining the point it is right way :)
>
> Yes, it is really hard to explain to people that what they looking at
> is a tip of iceberg.
>
>
>
Feb. 24, 2012
Re: [Pharo-project] fun with NBOpenGL
by Javier Pimás
Hi, quick answer: almost, probably tomorrow.
long answer: I have the changes on NBOpenGL-X needed to make it work on
Linux in my image, but they are quite a few and I have to dedicate some
time to upload them. Tomorrow I'll try to commit to the ss repo. Before
loading NBOpenGL-X you have to load NBXLib package, which lives in
www.squeaksource.com/NBXLib, and contains the wrappers for XLib which is
needed by glX. And I also have to commit changes there too. Maybe I can
even try to write a configuration to load it, but I have to learn of
metacello first.
On Thu, Feb 23, 2012 at 8:15 PM, chadwick <mathnoir(a)gmail.com> wrote:
> Hi, is this ready for Linux ? I tried loading NBOpenGL-X after but I got
>
> This package depends on the following classes:
>> NBXLibConstants
>> You must resolve these dependencies before you will be able to load these
>> definitions:
>> NBGLXContextDriver
>> supportsCurrentPlatform
>> createContext:
>>
>
>
> Also, I remember in OpenCroquet Squeak could parse positional arguments of
> the form ogl glThis(x,y,x); glThat(x,y,z); -- doesn't it make sense to
> bring this back, since most of the OpenGL code examples on the internet are
> in this form ?
>
> On an unrelated note, I'm confused by this
> ConfigurationOf/Gofer/Montecello system. How do people new to Pharo find
> out what these URLs and special configuration loading code are ? Seems like
> everyone is just copying and pasting code from forums into workspaces.
> Couldn't these code fragments for loading configurations be loaded
> automatically via a URL or something ?
Yes, I look at the code needed to load the package I want on the mailing
list or the pharo book, paste it in a workspace and doit. It's a
bit embarrassing but that's what we've got for now, I hope in the future
we'll have an UI that let people browse packages and install them by
clicking a button.
>
>
> On Fri, Feb 24, 2012 at 3:42 AM, Stéphane Ducasse <
> stephane.ducasse(a)inria.fr> wrote:
>
>>
>> On Feb 22, 2012, at 11:22 PM, Lawson English wrote:
>>
>> > Thanks for that code, Stéphane. I'll work up a video tutorial on it
>> once Igor gets his next configuration* set.
>>
>> Excellent i was planning to do it but I'm flooded by work
>> What I want is that every single person with zero knowledge can do it by
>> following the videos.
>> So if you can do that this is great.
>>
>> Then I would like to have a 3 min videos showing live modification of
>> openGL objects on the fly.
>> You write in the browser and boom you see it on the screen.
>>
>>
>>
>> Here are my notes.
>>
>>
>> MCHttpRepository
>> location: 'http://www.squeaksource.com/NBOpenGL'
>> user: ''
>> password: ''
>>
>> ConfigurationOfNBOpenGL project lastVersion load
>>
>>
>> GLTTRenderingDemo new openInWorld
>>
>> GLViewportMorph subclass: #GLStef
>> instanceVariableNames: ''
>> classVariableNames: ''
>> poolDictionaries: ''
>> category: 'NBOpenGL-Stef'
>>
>>
>> GLStef new openInWorld
>>
>> render
>>
>> | gl |
>> self checkSession.
>> gl := display gl.
>> display clear: Color white.
>>
>> + refresh
>>
>> gluperspective glfrustum
>>
>> http://nehe.gamedev.net/article/replacement_for_gluperspective/21002/
>>
>> perspectiveFovY: fovY aspect: aspect zNear: zNear zFar: zFar
>> "Replaces gluPerspective. Sets the frustum to perspective mode.
>> // fovY - Field of vision in degrees in the y direction
>> // aspect - Aspect ratio of the viewport
>> // zNear - The near clipping distance
>> // zFar - The far clipping distance
>> "
>>
>>
>> perspectiveFovY: fovY aspect: aspect zNear: zNear zFar: zFar
>> "Replaces gluPerspective. Sets the frustum to perspective mode.
>> // fovY - Field of vision in degrees in the y direction
>> // aspect - Aspect ratio of the viewport
>> // zNear - The near clipping distance
>> // zFar - The far clipping distance
>> "
>> | fW fH |
>> fH := (fovY / (360 * Float pi)) tan * zNear.
>> "fH = tan( fovY / 360 * pi ) * zNear;"
>> fW := fH * aspect.
>> display gl frustum_left: fW negated right: fW bottom: fH negated
>> top: fH zNear: zNear zFar: zFar
>>
>>
>> openGL cube tutorial
>>
>>
>>
>> http://nehe.gamedev.net/tutorial/3d_shapes/10035/
>>
>>
>>
>> glMatrixMode(GL_PROJECTION); // Select
>> The Projection Matrix
>> glLoadIdentity(); //
>> Reset The Projection Matrix
>>
>> // Calculate The Aspect Ratio Of The Window
>> gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
>>
>> glMatrixMode(GL_MODELVIEW); //
>> Select The Modelview Matrix
>> glLoadIdentity();
>>
>>
>> render
>>
>> | gl |
>> self checkSession.
>> gl := display gl.
>> display clear: Color white.
>>
>> gl matrixMode: GL_PROJECTION;
>> loadIdentity.
>>
>> self perspectiveFovY: 45.0
>> aspect: (self width /self height) asFloat
>> zNear: 0.1 zFar: 100.0.
>>
>> gl matrixMode: GL_MODELVIEW.
>> gl loadIdentity.
>>
>>
>>
>> glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear
>> Screen And Depth Buffer
>> glLoadIdentity(); //
>> Reset The Current Modelview Matrix
>> glTranslatef(-1.5f,0.0f,-6.0f); // Move
>> Left 1.5 Units And Into The Screen 6.0
>> glRotatef(rtri,0.0f,1.0f,0.0f); //
>> Rotate The Triangle On The Y axis ( NEW )
>> glBegin(GL_TRIANGLES); //
>> Start Drawing A Triangle
>> glColor3f(1.0f,0.0f,0.0f); // Red
>> glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of
>> Triangle (Front)
>> glColor3f(0.0f,1.0f,0.0f); // Green
>> glVertex3f(-1.0f,-1.0f, 1.0f); // Left
>> Of Triangle (Front)
>> glColor3f(0.0f,0.0f,1.0f); // Blue
>> glVertex3f( 1.0f,-1.0f, 1.0f); // Right
>> Of Triangle (Front)
>> glColor3f(1.0f,0.0f,0.0f); // Red
>> glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of
>> Triangle (Right)
>> glColor3f(0.0f,0.0f,1.0f); // Blue
>> glVertex3f( 1.0f,-1.0f, 1.0f); // Left
>> Of Triangle (Right)
>> glColor3f(0.0f,1.0f,0.0f); // Green
>> glVertex3f( 1.0f,-1.0f, -1.0f); // Right
>> Of Triangle (Right)
>> glColor3f(1.0f,0.0f,0.0f); // Red
>> glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of
>> Triangle (Back)
>> glColor3f(0.0f,1.0f,0.0f); // Green
>> glVertex3f( 1.0f,-1.0f, -1.0f); // Left
>> Of Triangle (Back)
>> glColor3f(0.0f,0.0f,1.0f); // Blue
>> glVertex3f(-1.0f,-1.0f, -1.0f); // Right
>> Of Triangle (Back)
>> glColor3f(1.0f,0.0f,0.0f); // Red
>> glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of
>> Triangle (Left)
>> glColor3f(0.0f,0.0f,1.0f); // Blue
>> glVertex3f(-1.0f,-1.0f,-1.0f); // Left
>> Of Triangle (Left)
>> glColor3f(0.0f,1.0f,0.0f); // Green
>> glVertex3f(-1.0f,-1.0f, 1.0f); // Right
>> Of Triangle (Left)
>> glEnd(); //
>> Done Drawing The Pyramid
>>
>> glLoadIdentity(); //
>> Reset The Current Modelview Matrix
>> glTranslatef(1.5f,0.0f,-7.0f); // Move
>> Right 1.5 Units And Into The Screen 7.0
>> glRotatef(rquad,1.0f,1.0f,1.0f); // Rotate
>> The Quad On The X axis ( NEW )
>> glBegin(GL_QUADS); //
>> Draw A Quad
>> glColor3f(0.0f,1.0f,0.0f); // Set
>> The Color To Green
>> glVertex3f( 1.0f, 1.0f,-1.0f); // Top
>> Right Of The Quad (Top)
>> glVertex3f(-1.0f, 1.0f,-1.0f); // Top
>> Left Of The Quad (Top)
>> glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom
>> Left Of The Quad (Top)
>> glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom
>> Right Of The Quad (Top)
>> glColor3f(1.0f,0.5f,0.0f); // Set
>> The Color To Orange
>> glVertex3f( 1.0f,-1.0f, 1.0f); // Top
>> Right Of The Quad (Bottom)
>> glVertex3f(-1.0f,-1.0f, 1.0f); // Top
>> Left Of The Quad (Bottom)
>> glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom
>> Left Of The Quad (Bottom)
>> glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom
>> Right Of The Quad (Bottom)
>> glColor3f(1.0f,0.0f,0.0f); // Set
>> The Color To Red
>> glVertex3f( 1.0f, 1.0f, 1.0f); // Top
>> Right Of The Quad (Front)
>> glVertex3f(-1.0f, 1.0f, 1.0f); // Top
>> Left Of The Quad (Front)
>> glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom
>> Left Of The Quad (Front)
>> glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom
>> Right Of The Quad (Front)
>> glColor3f(1.0f,1.0f,0.0f); // Set
>> The Color To Yellow
>> glVertex3f( 1.0f,-1.0f,-1.0f); // Top
>> Right Of The Quad (Back)
>> glVertex3f(-1.0f,-1.0f,-1.0f); // Top
>> Left Of The Quad (Back)
>> glVertex3f(-1.0f, 1.0f,-1.0f); // Bottom
>> Left Of The Quad (Back)
>> glVertex3f( 1.0f, 1.0f,-1.0f); // Bottom
>> Right Of The Quad (Back)
>> glColor3f(0.0f,0.0f,1.0f); // Set
>> The Color To Blue
>> glVertex3f(-1.0f, 1.0f, 1.0f); // Top
>> Right Of The Quad (Left)
>> glVertex3f(-1.0f, 1.0f,-1.0f); // Top
>> Left Of The Quad (Left)
>> glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom
>> Left Of The Quad (Left)
>> glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom
>> Right Of The Quad (Left)
>> glColor3f(1.0f,0.0f,1.0f); // Set
>> The Color To Violet
>> glVertex3f( 1.0f, 1.0f,-1.0f); // Top
>> Right Of The Quad (Right)
>> glVertex3f( 1.0f, 1.0f, 1.0f); // Top
>> Left Of The Quad (Right)
>> glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom
>> Left Of The Quad (Right)
>> glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom
>> Right Of The Quad (Right)
>> glEnd(); //
>> Done Drawing The Quad
>>
>> rtri+=0.2f; //
>> Increase The Rotation Variable For The Triangle ( NEW )
>> rquad-=0.15f; //
>> Decrease The Rotation Variable For The Quad ( NEW )
>> return TRUE; // Keep
>> Going
>>
>>
>>
>> >
>> > L.
>> >
>> > On 2/22/12 2:11 PM, Stéphane Ducasse wrote:
>> >> Igor coded with me one hour to show me step by step how to produce a
>> rotating pyramid in Pharo :)
>> >>
>> >> Have fun (igor will update the configurationOfNBOpenGL to load the
>> latest file).
>> >>
>> >>
>> >>
>> >
>> >
>>
>>
>>
>
--
Lic. Javier Pimás
Ciudad de Buenos Aires
Feb. 24, 2012
[Pharo-project] Weird result with OSProcess and Applescript
by Sean P. DeNigris
1. The following hangs forever. The output is there, but the process never
completes
PipeableOSProcess waitForCommand: '/usr/bin/osascript -ss -e "tell
application \"Safari\" to get source of current tab of window 1"'.
2. The same command in Terminal returns right away.
3. And this works:
PipeableOSProcess waitForCommand: '/usr/bin/osascript -ss -e "tell
application \"Safari\" to get window 1"'.
So #2 would seem to rule out a problem with the command, and #3 with the
connection between OSProcess and Applescript. I have no idea where to go
from here...
sean
--
View this message in context: http://forum.world.st/Weird-result-with-OSProcess-and-Applescript-tp4415603…
Sent from the Pharo Smalltalk mailing list archive at Nabble.com.
Feb. 23, 2012
Re: [Pharo-project] New IDE alternative (was Misc. newbie questions)
by Matias Garcia Isaia
On Thu, Feb 23, 2012 at 5:08 PM, Mariano Martinez Peck
<marianopeck(a)gmail.com> wrote:
> Nooo!!! he comes from Java!! he starts with index 0. Kill him!!! ;)
Ooops... Time to get a new identity :)
On 23 February 2012 19:47, Stéphane Ducasse <stephane.ducasse(a)inria.fr> wrote:
> Sure we know.
> And we also know that it requires effort and lot of people are talking.
I know there's a loooong way to see what CodeBubbles can do, and that
requires to do a big effort, but imagined that some kind of
alternative - I'm not sure that CB is **exactly** what I want (sure
Java-ers want to see **something more** than just a file pimped with
colours, but Smalltalk **allready has** much more than a text file -
have real code) - could be very less effort-consuming. Making the
current browser (Nautilus? - newbie here :) ) pop a new
¿window?¿morph? showing a method instead of updating a single pane
(the current one showing method's source) don't seems to be so "far"
away to me.
Of course that's my point of view, based on what I imagine that could
be. I should spend some time to see how it is implemented, and to see
if it really is that simple, but anyway trust you if you say is a huge
effort...
Cheers :)
Feb. 23, 2012
Re: [Pharo-project] fun with NBOpenGL
by chadwick
Hi, is this ready for Linux ? I tried loading NBOpenGL-X after but I got
This package depends on the following classes:
> NBXLibConstants
> You must resolve these dependencies before you will be able to load these
> definitions:
> NBGLXContextDriver
> supportsCurrentPlatform
> createContext:
>
Also, I remember in OpenCroquet Squeak could parse positional arguments of
the form ogl glThis(x,y,x); glThat(x,y,z); -- doesn't it make sense to
bring this back, since most of the OpenGL code examples on the internet are
in this form ?
On an unrelated note, I'm confused by this ConfigurationOf/Gofer/Montecello
system. How do people new to Pharo find out what these URLs and special
configuration loading code are ? Seems like everyone is just copying and
pasting code from forums into workspaces. Couldn't these code fragments for
loading configurations be loaded automatically via a URL or something ?
On Fri, Feb 24, 2012 at 3:42 AM, Stéphane Ducasse <stephane.ducasse(a)inria.fr
> wrote:
>
> On Feb 22, 2012, at 11:22 PM, Lawson English wrote:
>
> > Thanks for that code, Stéphane. I'll work up a video tutorial on it once
> Igor gets his next configuration* set.
>
> Excellent i was planning to do it but I'm flooded by work
> What I want is that every single person with zero knowledge can do it by
> following the videos.
> So if you can do that this is great.
>
> Then I would like to have a 3 min videos showing live modification of
> openGL objects on the fly.
> You write in the browser and boom you see it on the screen.
>
>
>
> Here are my notes.
>
>
> MCHttpRepository
> location: 'http://www.squeaksource.com/NBOpenGL'
> user: ''
> password: ''
>
> ConfigurationOfNBOpenGL project lastVersion load
>
>
> GLTTRenderingDemo new openInWorld
>
> GLViewportMorph subclass: #GLStef
> instanceVariableNames: ''
> classVariableNames: ''
> poolDictionaries: ''
> category: 'NBOpenGL-Stef'
>
>
> GLStef new openInWorld
>
> render
>
> | gl |
> self checkSession.
> gl := display gl.
> display clear: Color white.
>
> + refresh
>
> gluperspective glfrustum
>
> http://nehe.gamedev.net/article/replacement_for_gluperspective/21002/
>
> perspectiveFovY: fovY aspect: aspect zNear: zNear zFar: zFar
> "Replaces gluPerspective. Sets the frustum to perspective mode.
> // fovY - Field of vision in degrees in the y direction
> // aspect - Aspect ratio of the viewport
> // zNear - The near clipping distance
> // zFar - The far clipping distance
> "
>
>
> perspectiveFovY: fovY aspect: aspect zNear: zNear zFar: zFar
> "Replaces gluPerspective. Sets the frustum to perspective mode.
> // fovY - Field of vision in degrees in the y direction
> // aspect - Aspect ratio of the viewport
> // zNear - The near clipping distance
> // zFar - The far clipping distance
> "
> | fW fH |
> fH := (fovY / (360 * Float pi)) tan * zNear.
> "fH = tan( fovY / 360 * pi ) * zNear;"
> fW := fH * aspect.
> display gl frustum_left: fW negated right: fW bottom: fH negated
> top: fH zNear: zNear zFar: zFar
>
>
> openGL cube tutorial
>
>
>
> http://nehe.gamedev.net/tutorial/3d_shapes/10035/
>
>
>
> glMatrixMode(GL_PROJECTION); // Select
> The Projection Matrix
> glLoadIdentity(); // Reset
> The Projection Matrix
>
> // Calculate The Aspect Ratio Of The Window
> gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
>
> glMatrixMode(GL_MODELVIEW); //
> Select The Modelview Matrix
> glLoadIdentity();
>
>
> render
>
> | gl |
> self checkSession.
> gl := display gl.
> display clear: Color white.
>
> gl matrixMode: GL_PROJECTION;
> loadIdentity.
>
> self perspectiveFovY: 45.0
> aspect: (self width /self height) asFloat
> zNear: 0.1 zFar: 100.0.
>
> gl matrixMode: GL_MODELVIEW.
> gl loadIdentity.
>
>
>
> glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear
> Screen And Depth Buffer
> glLoadIdentity(); // Reset
> The Current Modelview Matrix
> glTranslatef(-1.5f,0.0f,-6.0f); // Move
> Left 1.5 Units And Into The Screen 6.0
> glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate
> The Triangle On The Y axis ( NEW )
> glBegin(GL_TRIANGLES); // Start
> Drawing A Triangle
> glColor3f(1.0f,0.0f,0.0f); // Red
> glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of
> Triangle (Front)
> glColor3f(0.0f,1.0f,0.0f); // Green
> glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of
> Triangle (Front)
> glColor3f(0.0f,0.0f,1.0f); // Blue
> glVertex3f( 1.0f,-1.0f, 1.0f); // Right
> Of Triangle (Front)
> glColor3f(1.0f,0.0f,0.0f); // Red
> glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of
> Triangle (Right)
> glColor3f(0.0f,0.0f,1.0f); // Blue
> glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of
> Triangle (Right)
> glColor3f(0.0f,1.0f,0.0f); // Green
> glVertex3f( 1.0f,-1.0f, -1.0f); // Right
> Of Triangle (Right)
> glColor3f(1.0f,0.0f,0.0f); // Red
> glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of
> Triangle (Back)
> glColor3f(0.0f,1.0f,0.0f); // Green
> glVertex3f( 1.0f,-1.0f, -1.0f); // Left
> Of Triangle (Back)
> glColor3f(0.0f,0.0f,1.0f); // Blue
> glVertex3f(-1.0f,-1.0f, -1.0f); // Right
> Of Triangle (Back)
> glColor3f(1.0f,0.0f,0.0f); // Red
> glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of
> Triangle (Left)
> glColor3f(0.0f,0.0f,1.0f); // Blue
> glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of
> Triangle (Left)
> glColor3f(0.0f,1.0f,0.0f); // Green
> glVertex3f(-1.0f,-1.0f, 1.0f); // Right
> Of Triangle (Left)
> glEnd(); // Done
> Drawing The Pyramid
>
> glLoadIdentity(); // Reset
> The Current Modelview Matrix
> glTranslatef(1.5f,0.0f,-7.0f); // Move
> Right 1.5 Units And Into The Screen 7.0
> glRotatef(rquad,1.0f,1.0f,1.0f); // Rotate The
> Quad On The X axis ( NEW )
> glBegin(GL_QUADS); // Draw
> A Quad
> glColor3f(0.0f,1.0f,0.0f); // Set
> The Color To Green
> glVertex3f( 1.0f, 1.0f,-1.0f); // Top
> Right Of The Quad (Top)
> glVertex3f(-1.0f, 1.0f,-1.0f); // Top
> Left Of The Quad (Top)
> glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom
> Left Of The Quad (Top)
> glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom
> Right Of The Quad (Top)
> glColor3f(1.0f,0.5f,0.0f); // Set
> The Color To Orange
> glVertex3f( 1.0f,-1.0f, 1.0f); // Top
> Right Of The Quad (Bottom)
> glVertex3f(-1.0f,-1.0f, 1.0f); // Top
> Left Of The Quad (Bottom)
> glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom
> Left Of The Quad (Bottom)
> glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom
> Right Of The Quad (Bottom)
> glColor3f(1.0f,0.0f,0.0f); // Set
> The Color To Red
> glVertex3f( 1.0f, 1.0f, 1.0f); // Top
> Right Of The Quad (Front)
> glVertex3f(-1.0f, 1.0f, 1.0f); // Top
> Left Of The Quad (Front)
> glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom
> Left Of The Quad (Front)
> glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom
> Right Of The Quad (Front)
> glColor3f(1.0f,1.0f,0.0f); // Set
> The Color To Yellow
> glVertex3f( 1.0f,-1.0f,-1.0f); // Top
> Right Of The Quad (Back)
> glVertex3f(-1.0f,-1.0f,-1.0f); // Top
> Left Of The Quad (Back)
> glVertex3f(-1.0f, 1.0f,-1.0f); // Bottom
> Left Of The Quad (Back)
> glVertex3f( 1.0f, 1.0f,-1.0f); // Bottom
> Right Of The Quad (Back)
> glColor3f(0.0f,0.0f,1.0f); // Set
> The Color To Blue
> glVertex3f(-1.0f, 1.0f, 1.0f); // Top
> Right Of The Quad (Left)
> glVertex3f(-1.0f, 1.0f,-1.0f); // Top
> Left Of The Quad (Left)
> glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom
> Left Of The Quad (Left)
> glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom
> Right Of The Quad (Left)
> glColor3f(1.0f,0.0f,1.0f); // Set
> The Color To Violet
> glVertex3f( 1.0f, 1.0f,-1.0f); // Top
> Right Of The Quad (Right)
> glVertex3f( 1.0f, 1.0f, 1.0f); // Top
> Left Of The Quad (Right)
> glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom
> Left Of The Quad (Right)
> glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom
> Right Of The Quad (Right)
> glEnd(); // Done
> Drawing The Quad
>
> rtri+=0.2f; //
> Increase The Rotation Variable For The Triangle ( NEW )
> rquad-=0.15f; //
> Decrease The Rotation Variable For The Quad ( NEW )
> return TRUE; // Keep
> Going
>
>
>
> >
> > L.
> >
> > On 2/22/12 2:11 PM, Stéphane Ducasse wrote:
> >> Igor coded with me one hour to show me step by step how to produce a
> rotating pyramid in Pharo :)
> >>
> >> Have fun (igor will update the configurationOfNBOpenGL to load the
> latest file).
> >>
> >>
> >>
> >
> >
>
>
>
Feb. 23, 2012
[Pharo-project] loading a SLICE
by Nicolas Cellier
In my (broken ?) image, loading a SLICE does not load the
dependencies... Is it expected ?
Merging does merge the dependencies though...
Nicolas
Feb. 23, 2012
Re: [Pharo-project] 1.4 and forward (was Netstyle experience)
by Schwab,Wilhelm K
AHHHHH - 1.4 and seaside - COOL. I'll be getting that image - sorry, so many links, too little gray matter...
THANKS!!!!!!
Bill
________________________________________
From: pharo-project-bounces(a)lists.gforge.inria.fr [pharo-project-bounces(a)lists.gforge.inria.fr] on behalf of Yanni Chiu [yanni(a)rogers.com]
Sent: Thursday, February 23, 2012 1:35 PM
To: pharo-project(a)lists.gforge.inria.fr
Subject: Re: [Pharo-project] 1.4 and forward (was Netstyle experience)
On 23/02/12 4:00 AM, Schwab,Wilhelm K wrote:
>
> For the "you're just complaining" crowd, I'm simply reporting what is
> happening. I would very much like to see Jenkins build a 1.4 and
> then a 1.4+Seaside.
Doesn't the build server have that at:
https://ci.lille.inria.fr/pharo/job/Seaside%20Pharo%201.4/
You might also have a look at the list of "Downstream Projects" listed at:
https://ci.lille.inria.fr/pharo/job/Pharo%201.4/
Feb. 23, 2012
Re: [Pharo-project] fun with NBOpenGL
by Fernando Olivero
Great to see 3D on Pharo again!
Just a remark, somewhere there should be stated that directly loading
vertex one by one with glVertex3f(..); is deprecated in the latest
OpenGL. In favor of mechanisms that load the geometry to the renderer
as a whole, as for example vertex buffer objects.
In short, in the examples is ok to use, for learning the inner
workings of OpenGL.
Newer examples should make use of current practices of OpenGL.
I think that Nehe examples web page states that.
I think that a framework such as Lumiere, would be needed to provide
higher abstractions and more efficient handling of geometry.
Maybe when i finish my Phd, i can continue to work on it.
Fernando
On Thu, Feb 23, 2012 at 10:13 PM, Stéphane Ducasse
<stephane.ducasse(a)inria.fr> wrote:
> Excellent.
> Could you use large fonts :)
> The idea is that we should be able to see the code and to follow.
>
> Stef
>
> On Feb 23, 2012, at 8:38 PM, Lawson English wrote:
>
>> My videos on Croquet OpenGL discuss the first 6. In fact, that GUI texture thing was done only using the techniques used in NeHe 6.
>>
>> I'll go back and recreate the NeHe code for 2-6 using NBOpenGL as soon as I get your updated code installed.
>>
>> L
>>
>> On 2/23/12 12:13 PM, Igor Stasenko wrote:
>>> We actually should try and translate more NeHe tutorials[1]. I hope,
>>> Stephane didn't found it hard to follow, because it is merely
>>> copy-pasting C code and rewriting the syntax.
>>>
>>> http://nehe.gamedev.net/tutorial/lessons_01__05/22004/
>>> http://nehe.gamedev.net/tutorial/lessons_06__10/17010/
>>> http://nehe.gamedev.net/tutorial/lessons_11__15/28001/
>>> ...
>>>
>>
>>
>>
>
>
Feb. 23, 2012
Re: [Pharo-project] Increasing bots traffic
by Nicolas Cellier
Ah thanks, http://forum.world.st/mailing_list/MailingListOptions.jtp?forum=3456798
Le 23 février 2012 23:07, Igor Stasenko <siguctua(a)gmail.com> a écrit :
> On 23 February 2012 23:04, Nicolas Cellier
> <nicolas.cellier.aka.nice(a)gmail.com> wrote:
>> Le 23 février 2012 23:01, Igor Stasenko <siguctua(a)gmail.com> a écrit :
>>> On 23 February 2012 22:46, Nicolas Cellier
>>> <nicolas.cellier.aka.nice(a)gmail.com> wrote:
>>>> Just curious, what is the goal of Jenkins build reports
>>>> - focus developers attention on failing tests
>>>> - marketing of the development process
>>>>
>>> nothing of the above, i think :)
>>> It is just a side effect of testing & improving reports from jenkins builds.
>>> For me it is clear that those messages should belong to bugs list, not
>>> to main list.
>>>
>>
>> Is there such a bug list?
>>
> pharo-bugtracker(a)lists.gforge.inria.fr
>
>>>> Notice I did not say developing the development process ;)
>>>
>>>
>>> --
>>> Best regards,
>>> Igor Stasenko.
>>>
>>
>
>
>
> --
> Best regards,
> Igor Stasenko.
>
Feb. 23, 2012
Re: [Pharo-project] Increasing bots traffic
by Igor Stasenko
On 23 February 2012 23:04, Nicolas Cellier
<nicolas.cellier.aka.nice(a)gmail.com> wrote:
> Le 23 février 2012 23:01, Igor Stasenko <siguctua(a)gmail.com> a écrit :
>> On 23 February 2012 22:46, Nicolas Cellier
>> <nicolas.cellier.aka.nice(a)gmail.com> wrote:
>>> Just curious, what is the goal of Jenkins build reports
>>> - focus developers attention on failing tests
>>> - marketing of the development process
>>>
>> nothing of the above, i think :)
>> It is just a side effect of testing & improving reports from jenkins builds.
>> For me it is clear that those messages should belong to bugs list, not
>> to main list.
>>
>
> Is there such a bug list?
>
pharo-bugtracker(a)lists.gforge.inria.fr
>>> Notice I did not say developing the development process ;)
>>
>>
>> --
>> Best regards,
>> Igor Stasenko.
>>
>
--
Best regards,
Igor Stasenko.
Feb. 23, 2012