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November 2013
- 77 participants
- 802 messages
Re: [Pharo-users] [Pharo-dev] State of Flamel?
by Stéphane Ducasse
We should change that and use the properties of the node.
Stef
On Nov 14, 2013, at 8:52 PM, Stephan Eggermont <stephan(a)stack.nl> wrote:
>
> On 14 nov. 2013, at 19:39, Stéphane Ducasse <stephane.ducasse(a)inria.fr> wrote:
>
>> Gisela is busy preparing a workshop in argentina and working.
>> Now did you try to load it?
>> I do not know if there is an automated jenkins build.
>
> Gisela contacted me, and I managed to load the newest version.
> AST-Core is changed in Flamel by adding instance variables to RBProgramNode.
> That breaks each time AST-Core changes in Pharo.
> Still 2 failing tests (already on Trello), and the transformation needs work.
>
> Stephan
>
>
Nov. 14, 2013
[Athens] Finding if a line passes through a specific pixel .
by kilon alios
So here we are with my first challenge. I am making Hyperion, a vector
graphics editor using Athens , so far I have a nice line with several
segments, I have added nice handlers to allow me to move the points (start
and end of each segment) of the line around with the mouse, but now I want
each time I click on a segment itself to create a new point.This way I will
create more points with the mouse and bring more detail to the shape of the
line / path.
In order to do that I will have to check that the line passes through a
specific pixel. Or to be more correct that the place that mouse has clicked
is where my path passes through. How I do that ? Can Athens do that ? Can
athens tell me which pixels my path passes through ?
At first I thought to return the Athens surface as a Form but the form will
give me back the colors of each pixel on a specific place, but that does
not guarantee that my line / path passes through those pixels.
Nov. 14, 2013
Re: [Pharo-users] [Pharo-dev] State of Flamel?
by Gisela Decuzzi
Hi Stephan, thanks for testing it, when I have some time I will work in the
transformation because is a big missing feature.
If you want to contribute with the project tell me your smalltalkhub user
to add you :)
Sorry for the lack of support, as Stef said I'm in the middle of a workshop
planning for this saturday.
2013/11/14 Stephan Eggermont <stephan(a)stack.nl>
>
> On 14 nov. 2013, at 19:39, Stéphane Ducasse <stephane.ducasse(a)inria.fr>
> wrote:
>
> > Gisela is busy preparing a workshop in argentina and working.
> > Now did you try to load it?
> > I do not know if there is an automated jenkins build.
>
> Gisela contacted me, and I managed to load the newest version.
> AST-Core is changed in Flamel by adding instance variables to
> RBProgramNode.
> That breaks each time AST-Core changes in Pharo.
> Still 2 failing tests (already on Trello), and the transformation needs
> work.
>
> Stephan
>
>
>
>
Nov. 14, 2013
Re: [Pharo-users] Nautilus + Periscope
by Pavel Krivanek
I fixed the recent experiments with the new Spec versions so now it
should work in Pharo 2.0. It really needs a configuration :-)
Gofer new
smalltalkhubUser: 'PavelKrivanek' project: 'Periscope';
package: 'Periscope';
load.
Nautilus pluginClasses add: {(Smalltalk at: #NautilusPeriscopePlugin). #none}
-- Pavel
2013/11/14 Juraj Kubelka <juraj.kubelka(a)gmail.com>:
> Hi!
>
> Today Stéphane mentioned project Periscope (Universal Navigation Sidebar for Nautilus).
>
> Does anyone use it or maintain it? It looks like it does not work.
>
> Links:
> - http://forum.world.st/ANN-Periscope-Universal-Navigation-Sidebar-for-Nautil…
> - http://smalltalkhub.com/#!/~PavelKrivanek/Periscope
>
> Cheers,
> Jura
Nov. 14, 2013
Re: [Pharo-users] [Pharo-dev] State of Flamel?
by Stephan Eggermont
On 14 nov. 2013, at 19:39, Stéphane Ducasse <stephane.ducasse(a)inria.fr> wrote:
> Gisela is busy preparing a workshop in argentina and working.
> Now did you try to load it?
> I do not know if there is an automated jenkins build.
Gisela contacted me, and I managed to load the newest version.
AST-Core is changed in Flamel by adding instance variables to RBProgramNode.
That breaks each time AST-Core changes in Pharo.
Still 2 failing tests (already on Trello), and the transformation needs work.
Stephan
Nov. 14, 2013
Nautilus + Periscope
by Juraj Kubelka
Hi!
Today Stéphane mentioned project Periscope (Universal Navigation Sidebar for Nautilus).
Does anyone use it or maintain it? It looks like it does not work.
Links:
- http://forum.world.st/ANN-Periscope-Universal-Navigation-Sidebar-for-Nautil…
- http://smalltalkhub.com/#!/~PavelKrivanek/Periscope
Cheers,
Jura
Nov. 14, 2013
Re: [Pharo-users] NBOpenGL on Pharo 3.0
by Tudor Girba
Thanks a lot for looking into this. We will check tomorrow when we are back
in front of a Windows machine, and let you know how it works.
Cheers,
Doru
On Thu, Nov 14, 2013 at 4:57 PM, Jean Baptiste Arnaud <
jbaptiste.arnaud(a)gmail.com> wrote:
> Good news everyone:
> bug fixed and integrated in 3,0 573
> I am open for new feedback.
>
>
> On Nov 14, 2013, at 2:56 PM, Igor Stasenko <siguctua(a)gmail.com> wrote:
>
>
>
>
> On 14 November 2013 14:25, Jean Baptiste Arnaud <
> jbaptiste.arnaud(a)gmail.com> wrote:
>
>> Yes the fix is not integrated yet.
>> NBWndClassEx should not be a variable subclass anymore. This part should
>> be checked with Igor.
>>
>> NBWndClassEx>>#initialize
>> self cbSize: (self class instanceSize).
>> and not self basicSize.
>>
>> ah, yes, of couse since before NBWndClassEx was var-byte and its basicSize
> was always == instanceSize, but now it is no longer like that and
> you need to use longer expression e.g. (self class instanceSize)
>
>
>> You can rebuildField accessor too (class side on every
>> NBExternalStructure).
>>
>> Do this change and your image should work. (with the last openGL-Win)
>> I can take you a picture of my computer.
>>
>> For more accurate answer I need the crash.dump
>>
>>
>> On Nov 14, 2013, at 1:47 PM, Tudor Girba <tudor(a)tudorgirba.com> wrote:
>>
>> Hi,
>>
>> As I understand there are still some things to be integrated in
>> NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of
>> NBOpenGL crashes the VM (on Win 7) when doing:
>> GLTTRenderingDemo new openInWorld.
>>
>> Could you point us to the NativeBoost fix to see if it works?
>>
>> Doru
>>
>>
>> On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <
>> jbaptiste.arnaud(a)gmail.com> wrote:
>>
>>> Should work after integration.
>>> Configuration updated.
>>> Need fix review for integration in nativeBoost, will do that with igor
>>> this afternoon.
>>>
>>>
>>> On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <
>>> jbaptiste.arnaud(a)gmail.com> wrote:
>>>
>>> ok I have openGL work on my windows 7 machine.
>>> I will update the configuration. But I need to publish also a fix in
>>> NativeBoost win.
>>> This bug is the same related to the VM crash in Pharo dev : [Pharo-dev]
>>> NBOpenGL VM crash.
>>>
>>> I open a bug entry. When It will be integrated.
>>> Window should work well. But if you have any trouble, give me feedback.
>>>
>>>
>>> On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <
>>> stephane.ducasse(a)inria.fr> wrote:
>>>
>>> so richie
>>>
>>> have a look at the repository and load the latest version to see if they
>>> work (not using the configuration).
>>> This is what we will try here (chile).
>>>
>>> Stef
>>>
>>> On Nov 14, 2013, at 9:58 AM, Richard Wettel <wettel(a)gmail.com> wrote:
>>>
>>> Thanks everyone! That would be great.
>>> Looking forward to having NBOpenGL up and running again.
>>>
>>> Cheers
>>> Ricky
>>>
>>>
>>> On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <
>>> stephane.ducasse(a)inria.fr> wrote:
>>>
>>>>
>>>>> Right now it cannot even be loaded into 3.0.
>>>> But update is simple (i think JB did that already, just not published?).
>>>>
>>>> Grrr, all my code are published ^^.
>>>>
>>>>
>>>> Where? When did you announce it?
>>>> Sorry but how can you expect guys from the other part of the planet to
>>>> know it.
>>>> Communication in open-source is important because people do not know
>>>> what others
>>>> are doing.
>>>> You know richie asked and ronie too and they are smart guys. But they
>>>> cannot guess.
>>>>
>>>> For mac:
>>>> I do the change for mac last month because I needed it, it is
>>>> integrated.
>>>>
>>>>
>>>> ah ok this is why it is working on mac.
>>>>
>>>> For linux:
>>>> I fix, published, tested and updated the configuration for linux 2 days
>>>> ago, because Alex ask me.
>>>> On my roommate computer that work (ubuntu ).
>>>> But I need feedback.
>>>>
>>>>
>>>> oki we will check that tomorrow I hope.
>>>>
>>>> For windows:
>>>> I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9
>>>> but I do not update configuration because I cannot test it.
>>>> I was planned to go test and debug on my home computer (window 7, 64),
>>>> tomorrow.
>>>>
>>>>
>>>> Ok we can say it to ronie to have a look.
>>>>
>>>> So, you can expect a fix integrated soon.
>>>>
>>>> And having a working OpenGL, exactly as it work in pharo 2.0.
>>>>
>>>>
>>>> Excellent.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>> I have already looked at Roassal 3d, but it was not easy to separate
>>>>> the API from the code.
>>>>>
>>>>>
>>>>> Strange because even me I could see that the shadder code should not
>>>>> be in Roassal 3D but in NBOpenGL :).
>>>>> Because Roassal 3d should not be about shadder but about 3D.
>>>>>
>>>>
>>>>> And it is something completely different than what I have been using
>>>>> (and SourceCity, too), because Roassal 3d is using the modern OpenGL
>>>>> methodology (with FBOs and stuff).
>>>>>
>>>>>
>>>>> Yes they changed the API and deprecated the old way of doing it.
>>>>>
>>>>
>>>> I will also publish some example (using shadder) that I wrote but it is
>>>> still not yet user friendly.
>>>>
>>>>
>>>> So, I would really appreciate if that API would find its way from
>>>>> Roassal to NBOpenGL and I could use it for CodeCity.
>>>>>
>>>>>
>>>>> See below
>>>>>
>>>>
>>>>> Unfortunately I am able to help a lot with that, because I know very
>>>>> little about this and I also don't have enough time (I am doing CodeCity in
>>>>> my spare time). But, if you have concrete things that I can do, I'd be
>>>>> happy to help.
>>>>>
>>>>>
>>>>> Three remarks:
>>>>> - I know that jean-baptiste worked on moving part of roassal3d to
>>>>> NBOpenGL
>>>>>
>>>>
>>>> Shader part are done for now.
>>>>
>>>> - I'm not sure that doing 3d without investing a bit in the
>>>>> underlying technology is wise. Because you will be always relying
>>>>> on other people and probably frustrated when things are not working.
>>>>>
>>>> + 1
>>>>
>>>> - Since JB does not know how to communicate here is what he did for
>>>>> fun instead of pushing MoosePython :)
>>>>>
>>>> a renderer to video to videos stream for openGL -> MKV, mp4 based
>>>>> one ffmpeg). The code is openGL extra. As an example you
>>>>> can get
>>>>> https://www.dropbox.com/sh/uyli3tx3drendvj/qzA_Hy0jnk \
>>>>>
>>>>
>>>>>
>>>> yes, my bad.
>>>>
>>>> Now again if nobody builds a jun like library in Pharo it will not
>>>>> exist.
>>>>>
>>>>
>>>>> Stef
>>>>>
>>>>>
>>>>>
>>>>> Cheers
>>>>> Ricky
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <tudor(a)tudorgirba.com>wrote:
>>>>>
>>>>>> Hi,
>>>>>>
>>>>>> I guess that what Ricky is asking is what changed between NBOpenGL
>>>>>> 2.0 and 3.0 such that this does not work anymore on Windows. The fact that
>>>>>> he mentioned 64 bits is not relevant for this discussion :).
>>>>>>
>>>>>> I also guess he wants to put some effort into understanding this as
>>>>>> well but he needs a bit of guidance. Right Ricky?
>>>>>>
>>>>>> Cheers,
>>>>>> Doru
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <
>>>>>> stephane.ducasse(a)inria.fr> wrote:
>>>>>>
>>>>>>> Richard
>>>>>>>
>>>>>>> you should have a look at ROASSAL 3d because ronie improved the
>>>>>>> shadder part (no more assembler)
>>>>>>> and his code should be split in two and one part should go to
>>>>>>> NBOpenGL.
>>>>>>> Now he is experiencing some problem with NBOpenGL on windows as you.
>>>>>>>
>>>>>>> NativeBoost does not work on 64 bits. Yet but igor is really busy
>>>>>>> finishing the texteditor (and I can tell you that
>>>>>>> he does not have fun there).
>>>>>>>
>>>>>>> So it is important that you help because we are FULL
>>>>>>> and sorry about that but really FULL.
>>>>>>>
>>>>>>> Ronie will visit us in January and share an office with igor.
>>>>>>>
>>>>>>> Stef
>>>>>>>
>>>>>>>
>>>>>>> > Hi
>>>>>>> >
>>>>>>> > CodeCity, the project I am working on is based on NBOpenGL.
>>>>>>> > I'd like to start working on it using Pharo 3, but it seems that
>>>>>>> NBOpenGL does not work yet with Pharo 3.0.
>>>>>>> >
>>>>>>> > I downloaded from jenkins the latest image with Pharo 3 and tried
>>>>>>> to execute the following code on Windows 7, 64 bits:
>>>>>>> >
>>>>>>> > GLTTRenderingDemo new openInWorld.
>>>>>>> >
>>>>>>> > but I get a 'No suitable implementation found for initializing
>>>>>>> OpenGL context for your platform'.
>>>>>>> > It seems that NBGLContextDriver does not have a subclass for
>>>>>>> Windows 64bits. Did I omit something?
>>>>>>> >
>>>>>>> > Cheers
>>>>>>> > Ricky
>>>>>>> >
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> www.tudorgirba.com
>>>>>>
>>>>>> "Every thing has its own flow"
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> Best regards,
>>>> Igor Stasenko.
>>>>
>>>>
>>>> Best Regards
>>>> Jean Baptiste Arnaud
>>>> jbaptiste.arnaud(a)gmail.com
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>> Best Regards
>>> Jean Baptiste Arnaud
>>> jbaptiste.arnaud(a)gmail.com
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> Best Regards
>>> Jean Baptiste Arnaud
>>> jbaptiste.arnaud(a)gmail.com
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>
>>
>> --
>> www.tudorgirba.com
>>
>> "Every thing has its own flow"
>>
>>
>> Best Regards
>> Jean Baptiste Arnaud
>> jbaptiste.arnaud(a)gmail.com
>>
>>
>>
>>
>>
>>
>>
>>
>
>
> --
> Best regards,
> Igor Stasenko.
>
>
> Best Regards
> Jean Baptiste Arnaud
> jbaptiste.arnaud(a)gmail.com
>
>
>
>
>
>
>
>
--
www.tudorgirba.com
"Every thing has its own flow"
Nov. 14, 2013
Re: [Pharo-users] NBOpenGL on Pharo 3.0
by Jean Baptiste Arnaud
On Nov 14, 2013, at 5:39 PM, Ronie Salgado <roniesalg(a)gmail.com> wrote:
> Still having problems with NBOpenGL under Linux.
>
> First I'm getting a message not understood for NativeBoostConstants mac32PlaformId under NBMacGLContextDriver>>supportsCurrentPlatform. Its fixed by adding the missing 't' to mac32PlaformId, becoming mac32PlatformId.
I think your image is outdated ...
That is a really old bug.
"
Name: NBOpenGL-Mac-IgorStasenko.3
Author: IgorStasenko
Time: 14 March 2013, 4:16:19.35 pm
UUID: d0575b2c-ffc1-4cce-ac2a-3215ae53c599
Ancestors: NBOpenGL-Mac-IgorStasenko.2
- fix typo with mac32PlaformId => mac32PlatformId
"
But check your openGL version maybe not the right one.
How do you load openGL ?
ConfigurationOfOpenGL project load: '3.0' ? ==> you should use this one.
> Then, after changing that I'm receiving a "function unavailable" error. Looking at the code I notice that it looks for libGL.so under /usr/lib/libGL.so. In modern versions of 64 bits Ubuntu, and Linux Mint which is derived from Ubuntu, libGL.so is not placed under /usr/lib, instead is placed in a driver dependent folder, which is referenced by a config file in /etc/ld.so.conf.d/ . With a mesa driver, the OpenGL library is at /usr/lib/i386-linux-gnu/mesa/libGL.so.1 , so the driver shared object path cannot be hardcoded.
The path problem is a know issue, yes. If you have a good solution. But yes basically you have to update manually the pass in the moduleName variable.
> Changing the module name for 'libGL.so.1', doesn't work, but changing it for '/usr/lib/i386-linux-gnu/mesa/libGL.so.1' gives me an 'unable to resolve external type: GLXDrawable', adding NBGLXTypes into the pool dictionaries of NBGlxAPI solves it.
I fix that too.
> After changing that, it tries to create a multisampled framebuffer, however it doesn't check the maximum number of samples supported. My machine reports GL_EXT_framebuffer_multisample as supported, but the FBO created is not complete. I modified the creation code to use only 1 sample for multisampling and its works.
> Using those hacks makes it work under a 64 bits Linux. Still, whenever I run an example, I'm getting a top level window that doesn't does nothing, which is annoying. Closing the windows doesn't break the running OpenGL application.
>
> Greetings,
> Ronie Salgado
>
>
> 2013/11/14 Jean Baptiste Arnaud <jbaptiste.arnaud(a)gmail.com>
> Good news everyone:
> bug fixed and integrated in 3,0 573
> I am open for new feedback.
>
>
> On Nov 14, 2013, at 2:56 PM, Igor Stasenko <siguctua(a)gmail.com> wrote:
>
>>
>>
>>
>> On 14 November 2013 14:25, Jean Baptiste Arnaud <jbaptiste.arnaud(a)gmail.com> wrote:
>> Yes the fix is not integrated yet.
>> NBWndClassEx should not be a variable subclass anymore. This part should be checked with Igor.
>>
>> NBWndClassEx>>#initialize
>> self cbSize: (self class instanceSize).
>> and not self basicSize.
>>
>> ah, yes, of couse since before NBWndClassEx was var-byte and its basicSize
>> was always == instanceSize, but now it is no longer like that and
>> you need to use longer expression e.g. (self class instanceSize)
>>
>> You can rebuildField accessor too (class side on every NBExternalStructure).
>>
>> Do this change and your image should work. (with the last openGL-Win)
>> I can take you a picture of my computer.
>>
>> For more accurate answer I need the crash.dump
>>
>>
>> On Nov 14, 2013, at 1:47 PM, Tudor Girba <tudor(a)tudorgirba.com> wrote:
>>
>>> Hi,
>>>
>>> As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing:
>>> GLTTRenderingDemo new openInWorld.
>>>
>>> Could you point us to the NativeBoost fix to see if it works?
>>>
>>> Doru
>>>
>>>
>>> On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <jbaptiste.arnaud(a)gmail.com> wrote:
>>> Should work after integration.
>>> Configuration updated.
>>> Need fix review for integration in nativeBoost, will do that with igor this afternoon.
>>>
>>>
>>> On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <jbaptiste.arnaud(a)gmail.com> wrote:
>>>
>>>> ok I have openGL work on my windows 7 machine.
>>>> I will update the configuration. But I need to publish also a fix in NativeBoost win.
>>>> This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.
>>>>
>>>> I open a bug entry. When It will be integrated.
>>>> Window should work well. But if you have any trouble, give me feedback.
>>>>
>>>>
>>>> On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <stephane.ducasse(a)inria.fr> wrote:
>>>>
>>>>> so richie
>>>>>
>>>>> have a look at the repository and load the latest version to see if they work (not using the configuration).
>>>>> This is what we will try here (chile).
>>>>>
>>>>> Stef
>>>>>
>>>>> On Nov 14, 2013, at 9:58 AM, Richard Wettel <wettel(a)gmail.com> wrote:
>>>>>
>>>>>> Thanks everyone! That would be great.
>>>>>> Looking forward to having NBOpenGL up and running again.
>>>>>>
>>>>>> Cheers
>>>>>> Ricky
>>>>>>
>>>>>>
>>>>>> On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <stephane.ducasse(a)inria.fr> wrote:
>>>>>>>>
>>>>>>>> Right now it cannot even be loaded into 3.0.
>>>>>>>> But update is simple (i think JB did that already, just not published?).
>>>>>>> Grrr, all my code are published ^^.
>>>>>>
>>>>>> Where? When did you announce it?
>>>>>> Sorry but how can you expect guys from the other part of the planet to know it.
>>>>>> Communication in open-source is important because people do not know what others
>>>>>> are doing.
>>>>>> You know richie asked and ronie too and they are smart guys. But they cannot guess.
>>>>>>
>>>>>>> For mac:
>>>>>>> I do the change for mac last month because I needed it, it is integrated.
>>>>>>
>>>>>> ah ok this is why it is working on mac.
>>>>>>
>>>>>>> For linux:
>>>>>>> I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
>>>>>>> On my roommate computer that work (ubuntu ).
>>>>>>> But I need feedback.
>>>>>>
>>>>>> oki we will check that tomorrow I hope.
>>>>>>
>>>>>>> For windows:
>>>>>>> I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
>>>>>>> I was planned to go test and debug on my home computer (window 7, 64), tomorrow.
>>>>>>
>>>>>> Ok we can say it to ronie to have a look.
>>>>>>
>>>>>>> So, you can expect a fix integrated soon.
>>>>>>>
>>>>>>> And having a working OpenGL, exactly as it work in pharo 2.0.
>>>>>>
>>>>>> Excellent.
>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>>
>>>>>>>>> I have already looked at Roassal 3d, but it was not easy to separate the API from the code.
>>>>>>>>
>>>>>>>> Strange because even me I could see that the shadder code should not be in Roassal 3D but in NBOpenGL :).
>>>>>>>> Because Roassal 3d should not be about shadder but about 3D.
>>>>>>>>
>>>>>>>>> And it is something completely different than what I have been using (and SourceCity, too), because Roassal 3d is using the modern OpenGL methodology (with FBOs and stuff).
>>>>>>>>
>>>>>>>> Yes they changed the API and deprecated the old way of doing it.
>>>>>>>
>>>>>>> I will also publish some example (using shadder) that I wrote but it is still not yet user friendly.
>>>>>>>
>>>>>>>
>>>>>>>>> So, I would really appreciate if that API would find its way from Roassal to NBOpenGL and I could use it for CodeCity.
>>>>>>>>
>>>>>>>> See below
>>>>>>>>
>>>>>>>>> Unfortunately I am able to help a lot with that, because I know very little about this and I also don't have enough time (I am doing CodeCity in my spare time). But, if you have concrete things that I can do, I'd be happy to help.
>>>>>>>>
>>>>>>>
>>>>>>>> Three remarks:
>>>>>>>> - I know that jean-baptiste worked on moving part of roassal3d to NBOpenGL
>>>>>>>
>>>>>>> Shader part are done for now.
>>>>>>>
>>>>>>>> - I'm not sure that doing 3d without investing a bit in the underlying technology is wise. Because you will be always relying
>>>>>>>> on other people and probably frustrated when things are not working.
>>>>>>> + 1
>>>>>>>
>>>>>>>> - Since JB does not know how to communicate here is what he did for fun instead of pushing MoosePython :)
>>>>>>>> a renderer to video to videos stream for openGL -> MKV, mp4 based one ffmpeg). The code is openGL extra. As an example you
>>>>>>>> can get
>>>>>>>> https://www.dropbox.com/sh/uyli3tx3drendvj/qzA_Hy0jnk \
>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>> yes, my bad.
>>>>>>>
>>>>>>>> Now again if nobody builds a jun like library in Pharo it will not exist.
>>>>>>>
>>>>>>>>
>>>>>>>> Stef
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>> Cheers
>>>>>>>>> Ricky
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <tudor(a)tudorgirba.com> wrote:
>>>>>>>>> Hi,
>>>>>>>>>
>>>>>>>>> I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).
>>>>>>>>>
>>>>>>>>> I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?
>>>>>>>>>
>>>>>>>>> Cheers,
>>>>>>>>> Doru
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <stephane.ducasse(a)inria.fr> wrote:
>>>>>>>>> Richard
>>>>>>>>>
>>>>>>>>> you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
>>>>>>>>> and his code should be split in two and one part should go to NBOpenGL.
>>>>>>>>> Now he is experiencing some problem with NBOpenGL on windows as you.
>>>>>>>>>
>>>>>>>>> NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
>>>>>>>>> he does not have fun there).
>>>>>>>>>
>>>>>>>>> So it is important that you help because we are FULL
>>>>>>>>> and sorry about that but really FULL.
>>>>>>>>>
>>>>>>>>> Ronie will visit us in January and share an office with igor.
>>>>>>>>>
>>>>>>>>> Stef
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> > Hi
>>>>>>>>> >
>>>>>>>>> > CodeCity, the project I am working on is based on NBOpenGL.
>>>>>>>>> > I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>>>>>>>>> >
>>>>>>>>> > I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>>>>>>>>> >
>>>>>>>>> > GLTTRenderingDemo new openInWorld.
>>>>>>>>> >
>>>>>>>>> > but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
>>>>>>>>> > It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>>>>>>>>> >
>>>>>>>>> > Cheers
>>>>>>>>> > Ricky
>>>>>>>>> >
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>> www.tudorgirba.com
>>>>>>>>>
>>>>>>>>> "Every thing has its own flow"
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> Best regards,
>>>>>>>> Igor Stasenko.
>>>>>>>
>>>>>>> Best Regards
>>>>>>> Jean Baptiste Arnaud
>>>>>>> jbaptiste.arnaud(a)gmail.com
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>> Best Regards
>>>> Jean Baptiste Arnaud
>>>> jbaptiste.arnaud(a)gmail.com
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>> Best Regards
>>> Jean Baptiste Arnaud
>>> jbaptiste.arnaud(a)gmail.com
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> --
>>> www.tudorgirba.com
>>>
>>> "Every thing has its own flow"
>>
>>
>> Best Regards
>> Jean Baptiste Arnaud
>> jbaptiste.arnaud(a)gmail.com
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> --
>> Best regards,
>> Igor Stasenko.
>
>
> Best Regards
> Jean Baptiste Arnaud
> jbaptiste.arnaud(a)gmail.com
>
>
>
>
>
>
>
>
Best Regards
Jean Baptiste Arnaud
jbaptiste.arnaud(a)gmail.com
Nov. 14, 2013
NBOpenGL on Pharo 3.0
by Torsten Bergmann
Jean Baptiste Arnaud wrote
>Good news everyone:
> bug fixed and integrad
I also merged the #12161 issue that is now also in Pharo 3.0#30573 into
the official "NativeBoost-Win32" package on STHub so it will not appear
again when next NB version comes out or is loaded into the image.
Thx
T.
Nov. 14, 2013
Re: [Pharo-users] NBOpenGL on Pharo 3.0
by Jean Baptiste Arnaud
Good news everyone:
bug fixed and integrated in 3,0 573
I am open for new feedback.
On Nov 14, 2013, at 2:56 PM, Igor Stasenko <siguctua(a)gmail.com> wrote:
>
>
>
> On 14 November 2013 14:25, Jean Baptiste Arnaud <jbaptiste.arnaud(a)gmail.com> wrote:
> Yes the fix is not integrated yet.
> NBWndClassEx should not be a variable subclass anymore. This part should be checked with Igor.
>
> NBWndClassEx>>#initialize
> self cbSize: (self class instanceSize).
> and not self basicSize.
>
> ah, yes, of couse since before NBWndClassEx was var-byte and its basicSize
> was always == instanceSize, but now it is no longer like that and
> you need to use longer expression e.g. (self class instanceSize)
>
> You can rebuildField accessor too (class side on every NBExternalStructure).
>
> Do this change and your image should work. (with the last openGL-Win)
> I can take you a picture of my computer.
>
> For more accurate answer I need the crash.dump
>
>
> On Nov 14, 2013, at 1:47 PM, Tudor Girba <tudor(a)tudorgirba.com> wrote:
>
>> Hi,
>>
>> As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing:
>> GLTTRenderingDemo new openInWorld.
>>
>> Could you point us to the NativeBoost fix to see if it works?
>>
>> Doru
>>
>>
>> On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <jbaptiste.arnaud(a)gmail.com> wrote:
>> Should work after integration.
>> Configuration updated.
>> Need fix review for integration in nativeBoost, will do that with igor this afternoon.
>>
>>
>> On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <jbaptiste.arnaud(a)gmail.com> wrote:
>>
>>> ok I have openGL work on my windows 7 machine.
>>> I will update the configuration. But I need to publish also a fix in NativeBoost win.
>>> This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.
>>>
>>> I open a bug entry. When It will be integrated.
>>> Window should work well. But if you have any trouble, give me feedback.
>>>
>>>
>>> On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <stephane.ducasse(a)inria.fr> wrote:
>>>
>>>> so richie
>>>>
>>>> have a look at the repository and load the latest version to see if they work (not using the configuration).
>>>> This is what we will try here (chile).
>>>>
>>>> Stef
>>>>
>>>> On Nov 14, 2013, at 9:58 AM, Richard Wettel <wettel(a)gmail.com> wrote:
>>>>
>>>>> Thanks everyone! That would be great.
>>>>> Looking forward to having NBOpenGL up and running again.
>>>>>
>>>>> Cheers
>>>>> Ricky
>>>>>
>>>>>
>>>>> On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <stephane.ducasse(a)inria.fr> wrote:
>>>>>>>
>>>>>>> Right now it cannot even be loaded into 3.0.
>>>>>>> But update is simple (i think JB did that already, just not published?).
>>>>>> Grrr, all my code are published ^^.
>>>>>
>>>>> Where? When did you announce it?
>>>>> Sorry but how can you expect guys from the other part of the planet to know it.
>>>>> Communication in open-source is important because people do not know what others
>>>>> are doing.
>>>>> You know richie asked and ronie too and they are smart guys. But they cannot guess.
>>>>>
>>>>>> For mac:
>>>>>> I do the change for mac last month because I needed it, it is integrated.
>>>>>
>>>>> ah ok this is why it is working on mac.
>>>>>
>>>>>> For linux:
>>>>>> I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
>>>>>> On my roommate computer that work (ubuntu ).
>>>>>> But I need feedback.
>>>>>
>>>>> oki we will check that tomorrow I hope.
>>>>>
>>>>>> For windows:
>>>>>> I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
>>>>>> I was planned to go test and debug on my home computer (window 7, 64), tomorrow.
>>>>>
>>>>> Ok we can say it to ronie to have a look.
>>>>>
>>>>>> So, you can expect a fix integrated soon.
>>>>>>
>>>>>> And having a working OpenGL, exactly as it work in pharo 2.0.
>>>>>
>>>>> Excellent.
>>>>>
>>>>>>
>>>>>>
>>>>>>>
>>>>>>>> I have already looked at Roassal 3d, but it was not easy to separate the API from the code.
>>>>>>>
>>>>>>> Strange because even me I could see that the shadder code should not be in Roassal 3D but in NBOpenGL :).
>>>>>>> Because Roassal 3d should not be about shadder but about 3D.
>>>>>>>
>>>>>>>> And it is something completely different than what I have been using (and SourceCity, too), because Roassal 3d is using the modern OpenGL methodology (with FBOs and stuff).
>>>>>>>
>>>>>>> Yes they changed the API and deprecated the old way of doing it.
>>>>>>
>>>>>> I will also publish some example (using shadder) that I wrote but it is still not yet user friendly.
>>>>>>
>>>>>>
>>>>>>>> So, I would really appreciate if that API would find its way from Roassal to NBOpenGL and I could use it for CodeCity.
>>>>>>>
>>>>>>> See below
>>>>>>>
>>>>>>>> Unfortunately I am able to help a lot with that, because I know very little about this and I also don't have enough time (I am doing CodeCity in my spare time). But, if you have concrete things that I can do, I'd be happy to help.
>>>>>>>
>>>>>>
>>>>>>> Three remarks:
>>>>>>> - I know that jean-baptiste worked on moving part of roassal3d to NBOpenGL
>>>>>>
>>>>>> Shader part are done for now.
>>>>>>
>>>>>>> - I'm not sure that doing 3d without investing a bit in the underlying technology is wise. Because you will be always relying
>>>>>>> on other people and probably frustrated when things are not working.
>>>>>> + 1
>>>>>>
>>>>>>> - Since JB does not know how to communicate here is what he did for fun instead of pushing MoosePython :)
>>>>>>> a renderer to video to videos stream for openGL -> MKV, mp4 based one ffmpeg). The code is openGL extra. As an example you
>>>>>>> can get
>>>>>>> https://www.dropbox.com/sh/uyli3tx3drendvj/qzA_Hy0jnk \
>>>>>>
>>>>>>>
>>>>>>
>>>>>> yes, my bad.
>>>>>>
>>>>>>> Now again if nobody builds a jun like library in Pharo it will not exist.
>>>>>>
>>>>>>>
>>>>>>> Stef
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>> Cheers
>>>>>>>> Ricky
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <tudor(a)tudorgirba.com> wrote:
>>>>>>>> Hi,
>>>>>>>>
>>>>>>>> I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).
>>>>>>>>
>>>>>>>> I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?
>>>>>>>>
>>>>>>>> Cheers,
>>>>>>>> Doru
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <stephane.ducasse(a)inria.fr> wrote:
>>>>>>>> Richard
>>>>>>>>
>>>>>>>> you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
>>>>>>>> and his code should be split in two and one part should go to NBOpenGL.
>>>>>>>> Now he is experiencing some problem with NBOpenGL on windows as you.
>>>>>>>>
>>>>>>>> NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
>>>>>>>> he does not have fun there).
>>>>>>>>
>>>>>>>> So it is important that you help because we are FULL
>>>>>>>> and sorry about that but really FULL.
>>>>>>>>
>>>>>>>> Ronie will visit us in January and share an office with igor.
>>>>>>>>
>>>>>>>> Stef
>>>>>>>>
>>>>>>>>
>>>>>>>> > Hi
>>>>>>>> >
>>>>>>>> > CodeCity, the project I am working on is based on NBOpenGL.
>>>>>>>> > I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>>>>>>>> >
>>>>>>>> > I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>>>>>>>> >
>>>>>>>> > GLTTRenderingDemo new openInWorld.
>>>>>>>> >
>>>>>>>> > but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
>>>>>>>> > It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>>>>>>>> >
>>>>>>>> > Cheers
>>>>>>>> > Ricky
>>>>>>>> >
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> www.tudorgirba.com
>>>>>>>>
>>>>>>>> "Every thing has its own flow"
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> Best regards,
>>>>>>> Igor Stasenko.
>>>>>>
>>>>>> Best Regards
>>>>>> Jean Baptiste Arnaud
>>>>>> jbaptiste.arnaud(a)gmail.com
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>> Best Regards
>>> Jean Baptiste Arnaud
>>> jbaptiste.arnaud(a)gmail.com
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>
>> Best Regards
>> Jean Baptiste Arnaud
>> jbaptiste.arnaud(a)gmail.com
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> --
>> www.tudorgirba.com
>>
>> "Every thing has its own flow"
>
> Best Regards
> Jean Baptiste Arnaud
> jbaptiste.arnaud(a)gmail.com
>
>
>
>
>
>
>
>
>
>
> --
> Best regards,
> Igor Stasenko.
Best Regards
Jean Baptiste Arnaud
jbaptiste.arnaud(a)gmail.com
Nov. 14, 2013