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. 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. 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. I fixed this by using the default NB calling procedure rather than this special calling procedure. So there is hope. 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.