Hi Ronie Thank you, that is great news!I was talking to Doru the other day about investing some time in the OpenGL binding and you did it in the meantime. You are saying that it is not working like the previous binding, in that it does not provide support for creating an OpenGL context or a morphic. As far as I can tell CodeCity rendering is based on exactly that, so I was wondering if you could provide some tips on what would be needed to make CodeCity work with the new binding. CheersRicky _____________________________ From: Ronie Salgado <roniesalg@gmail.com> Sent: Friday, April 29, 2016 15:37 Subject: [Pharo-dev] UFFIOpenGL binding and Woden is now working in Pharo 5 To: Pharo Development List <pharo-dev@lists.pharo.org> Hello, I made new OpenGL bindings for Pharo 5 using the UFFI (Available at: http://smalltalkhub.com/#!/~ronsaldo/UFFIOpenGL ). Unlike the old NBOpenGL, these new bindings make a heavy use of OSWindow SDL2 which is integrated and enabled by default in the Pharo 5 image. These bindings do not provide a way to create an OpenGL context or to create a Morphic window using OpenGL unlike NBOpenGL. For testing quickly OpenGL in Pharo 5, it should be enough to do the following in the playground: (ConfigurationOfOSWindow project version: #stable) load: 'WithOpenGLAndExamples'. (Smalltalk at: #OSGLExampleBasic3) new. As for Woden, it is now working in Pharo 5 with the UFFI. For loading Woden in a Pharo 5 image, is enough to do the following in the playground (Also available at the Woden Smalltalkhub page): Gofer new smalltalkhubUser: 'ronsaldo' project: 'Woden'; package: 'ConfigurationOfWoden'; load.(Smalltalk at: #ConfigurationOfWoden) loadBleedingEdge. For an example the following script should be executed in a Playground: WDFPSSimpleExample6 new open. Greetings,Ronie