On 10 January 2012 01:27, ncalexan <ncalexander@gmail.com> wrote:
Lawson English-2 wrote
I've had problems installing NativeBoost on Squeak, but it worked reasonably well installing on a Mac. However, TestRunner failed while running the callback tests.
This may or may not have anything to do with trying to work with NBOpenGL, which also installs fine on Pharo (but not squeak).
Basically: GLViewportMorph new "useOwnForm: true;" openInWorld
fails with Error: function unavailable
It fails during this: hInst := NativeBoostWin32 getVMModuleHandle.
which I assume means that Mac OS X is still not supported?
I believe there is an NBOpenGL-Mac package, but it doesn't yet create windows or integrate with Morphic.
yes. Apparently NativeBoostWin32 should not be used on macs (i actually wonder how you got an instance of it while running on mac).
Lawson English-2 wrote
Any workarounds available yet? I should point out that my little kludgey youtube demo of integrating OpenGL and the squeak IDE has generated 10x as many hits per day as the next most popular video in my tutorial series on squeak. I should also point out that when I demo pier and seaside I use Pharo and explicitly point out I'm using Pharo, so the Pharo community might benefit quite a bit from me being able to use NBOpenGL on the Mac...
I found that the NBOpenGL-Mac package didn't work for me. Â There is a special calling procedure that tries to store the OpenGL API function pointers in the indexed variables of a variableByteObject and then call those addresses, but this fails with stack alignment errors for me. Â I fixed this by using the default NB calling procedure rather than this special calling procedure.
So there is hope.
The problem i had stuck with is the inability to create a windowed context on Mac. For that i need to bind to either Carbon or Cocoa libs.. while i thought that i can just use basic functions. I were able to create an OpenGL context using coreGL (or something called Core) but i didn't managed to figure out what to do next. There seems to be lacking of windowing support on mac. So i could use this context as an offscreen context and it should work, but i'm not tried it yet. One of disappointment is that when i query the renderer used for given context, it reports an "Apple software renderer" , which not what i expected means that it is a software renderer, and not hardware acccelerated.. (or maybe it should be read as 'apple-software' renderer.. then there is more hope :) You can check the work if you load the package NBOpenGL-Mac. Any help or suggestions will be appreciated.
Nick
-- View this message in context: http://forum.world.st/NativeBoost-and-NBOpenGL-on-Mac-tp4278813p4280623.html Sent from the Pharo Smalltalk mailing list archive at Nabble.com.
-- Best regards, Igor Stasenko.