The existence of a windowed viewport suggests you are probably headed in my preferred direction.  Having big text animated is nice, but I'm thinking of cubes and spheres in a scene :)

A long time ago, I used Wonderland to build a poor-man's 3d cad system.  I had convenience methods to (for example) arrange actors (with simple meshes applied) onto "shelves" and then stack the shelves.  Once the (fairly pathetic) model was created, I could cause it to spin and "fly" around it in a crude way.  It was very helpful at the time.  This was based in Squeak, albeit grudgingly given the state of its UI at the time - I much prefer Pharo.

I should find an old windows box and post a screenshot - I ran it not terribly long ago, and it "still worked" - no big surprise given the age of the machine that ran it :)

The Wonderland interface was pretty annoying.  Croquet's 3d object manipulation looked a lot better.  But don't even get me started on tea time...  The concept is valid, of course, but COMPILER CHANGES to do what could be done with event registration and some object composition?? - yuk.

Bill





From: pharo-project-bounces@lists.gforge.inria.fr [pharo-project-bounces@lists.gforge.inria.fr] on behalf of Javier Pim�s [elpochodelagente@gmail.com]
Sent: Wednesday, March 21, 2012 11:51 AM
To: Pharo-project@lists.gforge.inria.fr
Subject: Re: [Pharo-project] Morpheas , bringing Morphic to Opengl (3d GUIs)

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@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@lists.gforge.inria.fr [pharo-project-bounces@lists.gforge.inria.fr] on behalf of Bernardo Ezequiel Contreras [vonbecmann@gmail.com]
Sent: Tuesday, March 20, 2012 10:22 AM
To: Pharo-project@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@me.com> wrote:
I think that moat of us appreciate screenshots sent on the mailing list :-)

Cheers,
Alexandre


Le 19 mars 2012 � 10:50, Igor Stasenko <siguctua@gmail.com> a �crit :

> great!
>
> On 19 March 2012 16:11, Javier Pim�s <elpochodelagente@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 Pim�s <elpochodelagente@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@gmail.com>
>>> wrote:
>>>>
>>>> On 31 January 2012 10:29, dimitris chloupis <thekilon@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 Pim�s
>>> Ciudad de Buenos Aires
>>
>>
>>
>>
>> --
>> Lic. Javier Pim�s
>> Ciudad de Buenos Aires
>
>
>
> --
> Best regards,
> Igor Stasenko.
>





--
Lic. Javier Pim�s
Ciudad de Buenos Aires