Re: [Pharo-project] Saga of trying to integrate IDE with OpenGL continuesRe: [squeak-dev] Re:NativeBoost and NBOpenGL on Mac?
Sounds good. BTW, the trend of popularity continues. This latest video http://www.youtube.com/watch?v=F5GHRaIwCS4 has had 45 views since I put it up yesterday and the first video on that topic is now at 145 views (my most popular video took 2 months to get that many views). Once you get NBOpenGL and GLDisplay cross-platform, I suspect there will be a rather large number of OpenGL programmers testing how it works. Games, GUI testing, algorithmic and other technical visualization. Cobalt/Croquet integration, etc. Lots of potential here. L. On 1/14/12 7:22 AM, Igor Stasenko wrote:
On 14 January 2012 07:12, Lawson English<lenglish5@cox.net> wrote:
http://www.youtube.com/watch?v=F5GHRaIwCS4
nowhere near where it could be. With NBOpenGL and GLDisplay, things would be much snappier and easier. Of course, at this point, we need to start discussing how to integrate OpenGL errors into the squeak debugging system so that the IDE remains stable...
well, one of the ideas is to use fallback display in case of openGL error(s). And render not to GL context but to bitmap. Then you can actually use debugger to debug GL calls step by step without interfering with GL stack/state. Another approach would be to create a separate GL context and use it for debugger. But then you need to keep an eye for switching active contexts at right moment.
L.
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Lawson English