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.
+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.
>