Pharo-users
By thread
pharo-users@lists.pharo.org
By month
Messages by month
- ----- 2026 -----
- July
- June
- May
- April
- March
- February
- January
- ----- 2025 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2024 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2023 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2022 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2021 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2020 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2019 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2018 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2017 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2016 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2015 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2014 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2013 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2012 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2011 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
- ----- 2010 -----
- December
- November
- October
- September
- August
- July
- June
- May
- April
- March
- February
- January
December 2015
- 85 participants
- 655 messages
Re: [Pharo-users] Pharo for Data Visualization
by Alexandre Bergel
Cool!
--
_,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
Alexandre Bergel http://www.bergel.eu
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
> On Dec 1, 2015, at 1:56 PM, Volkert <volkert(a)komponentenwerkstatt.de> wrote:
>
> Yes. I tried it and it works on my linux system ... :-)
>
> On 01.12.2015 16:22, Alexandre Bergel wrote:
>> Does the script Ronie sent work for you Volkert?
>>
>> Alexandre
>> --
>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>> Alexandre Bergel http://www.bergel.eu <http://www.bergel.eu/>
>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>
>>
>>
>>> On Dec 1, 2015, at 1:11 AM, Volkert < <mailto:volkert@komponentenwerkstatt.de>volkert(a)komponentenwerkstatt.de <mailto:volkert@komponentenwerkstatt.de>> wrote:
>>>
>>> That is cool. Thank you ...
>>>
>>> BW,
>>> Volkert
>>>
>>> On 01.12.2015 01:25, Ronie Salgado wrote:
>>>> Hello,
>>>>
>>>> I added a fallback method for the selection, so the missing extension should not be required. The following script should work in a playground.
>>>>
>>>> ===========================================================
>>>>
>>>> view := RWView new.
>>>> elements := RWCube elementsOn: (1 to: 50).
>>>> RWCubeLayout on: elements.
>>>> elements do: [:el |
>>>> el when: RWMouseButtonDown do: [ :ev |
>>>> ev element color: WDColor red.
>>>> ev element changed.
>>>> ]
>>>> ].
>>>>
>>>> view addAll: elements.
>>>> view addInteraction: RWMouseKeyControl.
>>>> view open
>>>>
>>>> ============================================================
>>>> I tested it on:
>>>>
>>>> glxinfo
>>>> OpenGL vendor string: Intel Open Source Technology Center
>>>> OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile
>>>>
>>>> cat /proc/cpuinfo
>>>> model name : Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz
>>>>
>>>> Best regards,
>>>> Ronie
>>>>
>>>> 2015-11-29 3:33 GMT-03:00 Ben Coman < <mailto:btc@openinworld.com>btc(a)openinworld.com <mailto:btc@openinworld.com>>:
>>>> Interesting stuff Ronie. Hopefully we'll gain a lot in portability with Vulkan. What I find interesting is the use of Standard Portable Intermediate Representation (SPIR) common to Vulkan graphics API and OpenCL compute API. [1] is an interesting article outlining this. [2] indicates a few programming languages will compile direct to SPIR and I wonder if Pharo might be able to do the same? New technologies (SPIR) => new opportunities to draw the curious to Pharo. Wild speculation... be able to debug a shader on a SPIR simulator running inside Pharo.
>>>>
>>>> (btw, apparently SPIR is pronounced "spear" not to be confused with our "spur" vm)
>>>>
>>>> [2] p39,40 says "Debug information via standardized API calls" and "Khronos encouraging open community of tools e.g. shader debugging" which may provide an opportunity to produce a shader debugging tool for use by individual developers in a corporate environment that constrains their language choice for the main application, but have more flexibility to choice their tools. So potentially once exposed to Pharo we hook some of them. Maybe interesting debugging info could be gathered that could be presented by Roassal.
>>>>
>>>> [3] p4 says "SPIR-V is fully set up to support multiple source languages" and "SPIR-V also enables development of new experimental languages" and [4] says "Enable third-party code generation targeting OpenCL platforms without going through OpenCL C." So maybe(?) this makes it easier to get fast computing within Pharo using more of our own tools?
>>>>
>>>> [1] <http://www.pcper.com/reviews/General-Tech/GDC-15-What-Vulkan-glNext-SPIR-V-…>http://www.pcper.com/reviews/General-Tech/GDC-15-What-Vulkan-glNext-SPIR-V-… <http://www.pcper.com/reviews/General-Tech/GDC-15-What-Vulkan-glNext-SPIR-V-…>
>>>> [2] <https://www.khronos.org/assets/uploads/developers/library/2015-sigasia/SIGG…>https://www.khronos.org/assets/uploads/developers/library/2015-sigasia/SIGG… <https://www.khronos.org/assets/uploads/developers/library/2015-sigasia/SIGG…>
>>>> [3] <https://www.khronos.org/registry/spir-v/papers/WhitePaper.pdf>https://www.khronos.org/registry/spir-v/papers/WhitePaper.pdf <https://www.khronos.org/registry/spir-v/papers/WhitePaper.pdf>
>>>> [4] <https://www.khronos.org/faq/spir>https://www.khronos.org/faq/spir <https://www.khronos.org/faq/spir>
>>>>
>>>> cheers -ben
>>>>
>>>> On Sun, Nov 29, 2015 at 6:13 AM, Ronie Salgado < <mailto:roniesalg@gmail.com>roniesalg(a)gmail.com <mailto:roniesalg@gmail.com>> wrote:
>>>> Hi Stef,
>>>>
>>>> I think that this is important that people can pick different ("compatible") driver/framework back-end.
>>>> You see if Woden is only built to work on something that does not run on mac or windows then
>>>> it will be limited.
>>>> The problem is not Window or Mac. The problem is Linux.
>>>>
>>>> We are having some discussion on this with Alex on this. I am going to try to remove the requirement on that extension by providing a fallback method for the selection, that does not require that extension. Then I will test it in my laptop by selecting the Intel driver (My laptop has the integrated Intel card in the CPU and a dedicated AMD graphics cards).
>>>>
>>>> However Woden-Roassal relies a lot on hardware instancing support to be able to draw a lot of dynamic cubes. The alternative is to use a vertex buffer and index buffer that holds all of the transformed visible geometry that is updated on each frame in the worst case scenario. In the best case scenario (static cubes or objects), they are updated only once. This relies a lot on the CPU because all of the transformations has to be done manually on the CPU.
>>>>
>>>> This is not a hardware problem, this is a drivers problem because OpenGL is huge, complex, unefficient, does not represent the graphics hardware. The Mesa Open Source guys are not able to keep pace with the extension hell known as OpenGL. In Ubuntu 14.04 Mesa supports up until OpenGL 3.0 compatibility profile, and OpenGL 3.1 core profile. The current version of OpenGL is 4.5. Each version of OpenGL has a different version of GLSL (OpenGL Shader Language), which makes harder to stick with one reasonable subset and then support features depending on which hardware you are running. In contrast, if you are developing for Direct3D in Windows, you only need to choose between Direct3D 9(Windows XP), 11(Vista I think/7/8), 12(Windows 10) and thats it. In Direct3D you do not have to deal with hardware vendor extensions because there are not extensions.
>>>>
>>>> By using instancing, I have a buffer with the geometry of a single cube or shape. Then I have another buffer with the transformation and color of each cube or simple shape. When updating the position, size or color of an element I only have to change a single entry in this buffer.
>>>>
>>>> The original Roassal 3D used a draw call per element. This more flexible, but a lot slower. 20.000 cubes in Roassal3D vs 300.000-600.000 in Woden-Roassal visibles at the same time. The overhead of a draw call is produced because some validations are made by the OpenGL driver for each draw call.
>>>>
>>>> A draw call per-element is only reasonable when using Direct3D 12(Window), Metal(iOS, OS X) or Vulkan (Linux, Windows and mobiles) because there are designed to remove the overhead of draw calls. This is the approach that I am going to use in Woden 2 via an abstraction layer that I am making in C/C++ above the graphics API. Currently I have a backend for Direct3D 12 and OpenGL 4.x (it should be possible to use OpenGL 3.3, but I need to test it). I made the OpenGL backend because Vulkan has not been released yet. It is impossible to get the best performance by using the OpenGL backend because of its design. In theory it should be possible to make a backend for OpenGL 2.0 and OpenGL 2.0 ES, but it will be really hard to do. And it will not have a good performance.
>>>>
>>>> Greetings,
>>>> Ronie
>>>>
>>>>
>>>> 2015-11-28 14:41 GMT-03:00 stepharo < <mailto:stepharo@free.fr>stepharo(a)free.fr <mailto:stepharo@free.fr>>:
>>>> Ronie
>>>>
>>>> I think that this is important that people can pick different ("compatible") driver/framework back-end.
>>>> You see if Woden is only built to work on something that does not run on mac or windows then
>>>> it will be limited.
>>>>
>>>> Stef
>>>>
>>>> Le 25/11/15 00:14, Ronie Salgado a écrit :
>>>>>
>>>>> What do you mean with "modern"?
>>>>> By modern I mean a graphics card a with graphics driver that supports at least OpenGL 4.x. That Intel HD graphics card is capable of supporting at least OpenGL 4.2, but the Open Source Mesa driver gives you support up until OpenGL 3.1. Unfortunately, unlike with AMD or NVIDIA graphics cards, the open source driver is the official driver.
>>>>>
>>>>> Woden-Roassal requires integer arithmetic in shaders which is used to support the selection of objects. Integer arithmetics in shaders requires at least OpenGL 3.3, or the missing extension for which you are receiving the error.
>>>>>
>>>>> It is not required by the Woden-Core api, so you should be able to try the following in a workspace:
>>>>>
>>>>> WDFPSSimpleExample6 new open
>>>>>
>>>>> My notebook with an HD Graphics 4400 has no problems with all "three.js" demos found here <http://threejs.org/>http://threejs.org/ <http://threejs.org/>.
>>>>> Three.js or any WebGL based example is a bad test for that graphics card. WebGL is based in OpenGL ES 2.0 which is a subset of OpenGL 2.0. This is a very old technology for that graphics card.
>>>>>
>>>>> Woden will be using Vulkan in the future. According to this Phoronix article ( <http://www.phoronix.com/scan.php?page=news_item&px=LunarG-Vulkan-AMA>http://www.phoronix.com/scan.php?page=news_item&px=LunarG-Vulkan-AMA <http://www.phoronix.com/scan.php?page=news_item&px=LunarG-Vulkan-AMA>), Valve has already made a proper Vulkan driver for the Intel graphics cards. We only need an official release of the Vulkan spec.
>>>>>
>>>>> Best regards
>>>>> Ronie
>>>>>
>>>>> 2015-11-24 18:50 GMT-03:00 Volkert < <mailto:volkert@komponentenwerkstatt.de>volkert(a)komponentenwerkstatt.de <mailto:volkert@komponentenwerkstatt.de>>:
>>>>> My notebook with an HD Graphics 4400 has no problems with all "three.js" demos found here <http://threejs.org/>http://threejs.org/ <http://threejs.org/>.
>>>>>
>>>>> What do you mean with "modern"?
>>>>>
>>>>> <Mail Attachment.png>
>>>>>
>>>>>
>>>>> On 24.11.2015 22:25, Ronie Salgado wrote:
>>>>>> You need a modern graphics card. Open source graphics drivers are not supported because there are very behind in their implementations of OpenGL.
>>>>>>
>>>>>>
>>>>>> 2015-11-24 17:28 GMT-03:00 Volkert < <mailto:volkert@komponentenwerkstatt.de>volkert(a)komponentenwerkstatt.de <mailto:volkert@komponentenwerkstatt.de>>:
>>>>>> But not on my linux box .... ubuntu 14.04 :-(
>>>>>>
>>>>>> <Mail Attachment.png>
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 24.11.2015 21:03, Alexandre Bergel wrote:
>>>>>>> Woden works in Pharo 5.0
>>>>>>> I have just tried.
>>>>>>>
>>>>>>> Alexandre
>>>>>>> --
>>>>>>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>>>>>>> Alexandre Bergel <http://www.bergel.eu/>http://www.bergel.eu <http://www.bergel.eu/>
>>>>>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>> On Nov 24, 2015, at 3:15 PM, Volkert < <mailto:volkert@komponentenwerkstatt.de>volkert(a)komponentenwerkstatt.de <mailto:volkert@komponentenwerkstatt.de>> wrote:
>>>>>>>>
>>>>>>>> Cool ...
>>>>>>>>
>>>>>>>> Which Pharo Version? I tried Pharo 4.0 and got this error:
>>>>>>>>
>>>>>>>> <edcefcdd.png>
>>>>>>>>
>>>>>>>>
>>>>>>>> On 24.11.2015 12:50, Alexandre Bergel wrote:
>>>>>>>>>> Do we have a tutorial? i found only <http://woden.ronie.cl/>http://woden.ronie.cl <http://woden.ronie.cl/>.
>>>>>>>>>>
>>>>>>>>>> What about mouse control and object selection. It that possible?
>>>>>>>>>
>>>>>>>>> Yes.
>>>>>>>>>
>>>>>>>>> To load Woden:
>>>>>>>>>
>>>>>>>>> Gofer new smalltalkhubUser: 'ronsaldo' project: 'Woden'; package: 'ConfigurationOfWoden'; load. (Smalltalk at: #ConfigurationOfWoden) loadBleedingEdge.
>>>>>>>>>
>>>>>>>>> Try:
>>>>>>>>> =-=-=-==-=-=-==-=-=-==-=-=-=
>>>>>>>>> v := RWView new.
>>>>>>>>>
>>>>>>>>> 1 to: 100 do: [ :i |
>>>>>>>>> e := RWCube element.
>>>>>>>>> e when: RWMouseButtonDown do: [ :ev |
>>>>>>>>> ev element shape color: WDColor green.
>>>>>>>>> ev element changed.
>>>>>>>>> ].
>>>>>>>>> v add: e.
>>>>>>>>> ].
>>>>>>>>> RWXZGridLayout on: v elements.
>>>>>>>>> v addInteraction: RWMouseKeyControl.
>>>>>>>>> v camera position: (WDVector3 x: 0.0 y: 0.0 z: 3.0).
>>>>>>>>> v open
>>>>>>>>> =-=-=-==-=-=-==-=-=-==-=-=-=
>>>>>>>>> Use the keys A S D W and the moose to navigate. Click on cube to make them green
>>>>>>>>>
>>>>>>>>> <Mail Attachment.png>
>>>>>>>>>
>>>>>>>>> Cheers,
>>>>>>>>> Alexandre
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> BW,
>>>>>>>>>> Volkert
>>>>>>>>>>
>>>>>>>>>> On 22.11.2015 21:10, Alexandre Bergel wrote:
>>>>>>>>>>> We have also put quite some effort on Woden, a 3d engine for Pharoâ¦
>>>>>>>>>>>
>>>>>>>>>>> Cheers,
>>>>>>>>>>> Alexandre
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>> On Nov 22, 2015, at 2:56 PM, Dimitris Chloupis < <mailto:kilon.alios@gmail.com>kilon.alios(a)gmail.com <mailto:kilon.alios@gmail.com>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> its possible via my Ephestos project, to render to video or real time but the project is still very much a WIP. Its doable but require some python knowledge and knowledge of Blender UI and API. I will be making a true Pharo API for it fairly soon but as you can imagine these things take time.
>>>>>>>>>>>>
>>>>>>>>>>>> On Sun, Nov 22, 2015 at 6:35 PM Volkert < <mailto:volkert@komponentenwerkstatt.de>volkert(a)komponentenwerkstatt.de <mailto:volkert@komponentenwerkstatt.de>> wrote:
>>>>>>>>>>>> Is this possible with Pharo?
>>>>>>>>>>>>
>>>>>>>>>>>> <http://www.asterank.com/3d/>http://www.asterank.com/3d/ <http://www.asterank.com/3d/>
>>>>>>>>>>>>
>>>>>>>>>>>> BW,
>>>>>>>>>>>> Volkert
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>
>
Dec. 1, 2015
Re: [Pharo-users] Pharo for Data Visualization
by Volkert
Yes. I tried it and it works on my linux system ... :-)
On 01.12.2015 16:22, Alexandre Bergel wrote:
> Does the script Ronie sent work for you Volkert?
>
> Alexandre
> --
> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
> Alexandre Bergel http://www.bergel.eu
> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>
>
>
>> On Dec 1, 2015, at 1:11 AM, Volkert <volkert(a)komponentenwerkstatt.de
>> <mailto:volkert@komponentenwerkstatt.de>> wrote:
>>
>> That is cool. Thank you ...
>>
>> BW,
>> Volkert
>>
>> On 01.12.2015 01:25, Ronie Salgado wrote:
>>> Hello,
>>>
>>> I added a fallback method for the selection, so the missing
>>> extension should not be required. The following script should work
>>> in a playground.
>>>
>>> ===========================================================
>>>
>>> view := RWView new.
>>> elements := RWCube elementsOn: (1 to: 50).
>>> RWCubeLayout on: elements.
>>> elements do: [:el |
>>> el when: RWMouseButtonDown do: [ :ev |
>>> ev element color: WDColor red.
>>> ev element changed.
>>> ]
>>> ].
>>>
>>> view addAll: elements.
>>> view addInteraction: RWMouseKeyControl.
>>> view open
>>>
>>> ============================================================
>>> I tested it on:
>>>
>>> glxinfo
>>> OpenGL vendor string: Intel Open Source Technology Center
>>> OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile
>>>
>>> cat /proc/cpuinfo
>>> model name : Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz
>>>
>>> Best regards,
>>> Ronie
>>>
>>> 2015-11-29 3:33 GMT-03:00 Ben Coman <btc(a)openinworld.com
>>> <mailto:btc@openinworld.com>>:
>>>
>>> Interesting stuff Ronie. Hopefully we'll gain a lot in
>>> portability with Vulkan. What I find interesting is the use of
>>> Standard Portable Intermediate Representation (SPIR) common to
>>> Vulkan graphics API and OpenCL compute API. [1] is an
>>> interesting article outlining this. [2] indicates a few
>>> programming languages will compile direct to SPIR and I wonder
>>> if Pharo might be able to do the same? New technologies (SPIR)
>>> => new opportunities to draw the curious to Pharo. Wild
>>> speculation... be able to debug a shader on a SPIR simulator
>>> running inside Pharo.
>>>
>>> (btw, apparently SPIR is pronounced "spear" not to be confused
>>> with our "spur" vm)
>>>
>>> [2] p39,40 says "Debug information via standardized API calls"
>>> and "Khronos encouraging open community of tools e.g. shader
>>> debugging" which may provide an opportunity to produce a shader
>>> debugging tool for use by individual developers in a corporate
>>> environment that constrains their language choice for the main
>>> application, but have more flexibility to choice their tools.
>>> So potentially once exposed to Pharo we hook some of them.
>>> Maybe interesting debugging info could be gathered that could be
>>> presented by Roassal.
>>>
>>> [3] p4 says "SPIR-V is fully set up to support multiple source
>>> languages" and "SPIR-V also enables development of new
>>> experimental languages" and [4] says "Enable third-party code
>>> generation targeting OpenCL platforms without going through
>>> OpenCL C." So maybe(?) this makes it easier to get fast
>>> computing within Pharo using more of our own tools?
>>>
>>> [1]
>>> http://www.pcper.com/reviews/General-Tech/GDC-15-What-Vulkan-glNext-SPIR-V-…
>>> [2]
>>> https://www.khronos.org/assets/uploads/developers/library/2015-sigasia/SIGG…
>>> [3] https://www.khronos.org/registry/spir-v/papers/WhitePaper.pdf
>>> [4] https://www.khronos.org/faq/spir
>>>
>>> cheers -ben
>>>
>>> On Sun, Nov 29, 2015 at 6:13 AM, Ronie Salgado
>>> <roniesalg(a)gmail.com <mailto:roniesalg@gmail.com>> wrote:
>>>
>>> Hi Stef,
>>>
>>> I think that this is important that people can pick
>>> different ("compatible") driver/framework back-end.
>>> You see if Woden is only built to work on something that
>>> does not run on mac or windows then
>>> it will be limited.
>>>
>>> The problem is not Window or Mac. The problem is Linux.
>>>
>>> We are having some discussion on this with Alex on this. I
>>> am going to try to remove the requirement on that extension
>>> by providing a fallback method for the selection, that does
>>> not require that extension. Then I will test it in my laptop
>>> by selecting the Intel driver (My laptop has the integrated
>>> Intel card in the CPU and a dedicated AMD graphics cards).
>>>
>>> However Woden-Roassal relies a lot on hardware instancing
>>> support to be able to draw a lot of dynamic cubes. The
>>> alternative is to use a vertex buffer and index buffer that
>>> holds all of the transformed visible geometry that is
>>> updated on each frame in the worst case scenario. In the
>>> best case scenario (static cubes or objects), they are
>>> updated only once. This relies a lot on the CPU because all
>>> of the transformations has to be done manually on the CPU.
>>>
>>> This is not a hardware problem, this is a drivers problem
>>> because OpenGL is huge, complex, unefficient, does not
>>> represent the graphics hardware. The Mesa Open Source guys
>>> are not able to keep pace with the extension hell known as
>>> OpenGL. In Ubuntu 14.04 Mesa supports up until OpenGL 3.0
>>> compatibility profile, and OpenGL 3.1 core profile. The
>>> current version of OpenGL is 4.5. Each version of OpenGL has
>>> a different version of GLSL (OpenGL Shader Language), which
>>> makes harder to stick with one reasonable subset and then
>>> support features depending on which hardware you are
>>> running. In contrast, if you are developing for Direct3D in
>>> Windows, you only need to choose between Direct3D 9(Windows
>>> XP), 11(Vista I think/7/8), 12(Windows 10) and thats it. In
>>> Direct3D you do not have to deal with hardware vendor
>>> extensions because there are not extensions.
>>>
>>> By using instancing, I have a buffer with the geometry of a
>>> single cube or shape. Then I have another buffer with the
>>> transformation and color of each cube or simple shape. When
>>> updating the position, size or color of an element I only
>>> have to change a single entry in this buffer.
>>>
>>> The original Roassal 3D used a draw call per element. This
>>> more flexible, but a lot slower. 20.000 cubes in Roassal3D
>>> vs 300.000-600.000 in Woden-Roassal visibles at the same
>>> time. The overhead of a draw call is produced because some
>>> validations are made by the OpenGL driver for each draw call.
>>>
>>> A draw call per-element is only reasonable when using
>>> Direct3D 12(Window), Metal(iOS, OS X) or Vulkan (Linux,
>>> Windows and mobiles) because there are designed to remove
>>> the overhead of draw calls. This is the approach that I am
>>> going to use in Woden 2 via an abstraction layer that I am
>>> making in C/C++ above the graphics API. Currently I have a
>>> backend for Direct3D 12 and OpenGL 4.x (it should be
>>> possible to use OpenGL 3.3, but I need to test it). I made
>>> the OpenGL backend because Vulkan has not been released yet.
>>> It is impossible to get the best performance by using the
>>> OpenGL backend because of its design. In theory it should be
>>> possible to make a backend for OpenGL 2.0 and OpenGL 2.0 ES,
>>> but it will be really hard to do. And it will not have a
>>> good performance.
>>>
>>> Greetings,
>>> Ronie
>>>
>>>
>>> 2015-11-28 14:41 GMT-03:00 stepharo <stepharo(a)free.fr>:
>>>
>>> Ronie
>>>
>>> I think that this is important that people can pick
>>> different ("compatible") driver/framework back-end.
>>> You see if Woden is only built to work on something that
>>> does not run on mac or windows then
>>> it will be limited.
>>>
>>> Stef
>>>
>>> Le 25/11/15 00:14, Ronie Salgado a écrit :
>>>>
>>>> What do you mean with "modern"?
>>>>
>>>> By modern I mean a graphics card a with graphics driver
>>>> that supports at least OpenGL 4.x. That Intel HD
>>>> graphics card is capable of supporting at least OpenGL
>>>> 4.2, but the Open Source Mesa driver gives you support
>>>> up until OpenGL 3.1. Unfortunately, unlike with AMD or
>>>> NVIDIA graphics cards, the open source driver is the
>>>> official driver.
>>>>
>>>> Woden-Roassal requires integer arithmetic in shaders
>>>> which is used to support the selection of objects.
>>>> Integer arithmetics in shaders requires at least OpenGL
>>>> 3.3, or the missing extension for which you are
>>>> receiving the error.
>>>>
>>>> It is not required by the Woden-Core api, so you should
>>>> be able to try the following in a workspace:
>>>>
>>>> WDFPSSimpleExample6 new open
>>>>
>>>> My notebook with an HD Graphics 4400 has no
>>>> problems with all "three.js" demos found here
>>>> http://threejs.org/.
>>>>
>>>> Three.js or any WebGL based example is a bad test for
>>>> that graphics card. WebGL is based in OpenGL ES 2.0
>>>> which is a subset of OpenGL 2.0. This is a very old
>>>> technology for that graphics card.
>>>>
>>>> Woden will be using Vulkan in the future. According to
>>>> this Phoronix article
>>>> (http://www.phoronix.com/scan.php?page=news_item&px=LunarG-Vulkan-AMA)
>>>> Valve has already made a proper Vulkan driver for the
>>>> Intel graphics cards. We only need an official release
>>>> of the Vulkan spec.
>>>>
>>>> Best regards
>>>> Ronie
>>>>
>>>> 2015-11-24 18:50 GMT-03:00 Volkert
>>>> <volkert(a)komponentenwerkstatt.de>:
>>>>
>>>> My notebook with an HD Graphics 4400 has no
>>>> problems with all "three.js" demos found here
>>>> http://threejs.org/.
>>>>
>>>> What do you mean with "modern"?
>>>>
>>>> <Mail Attachment.png>
>>>>
>>>>
>>>> On 24.11.2015 22:25, Ronie Salgado wrote:
>>>>> You need a modern graphics card. Open source
>>>>> graphics drivers are not supported because there
>>>>> are very behind in their implementations of OpenGL.
>>>>>
>>>>>
>>>>> 2015-11-24 17:28 GMT-03:00 Volkert
>>>>> <volkert(a)komponentenwerkstatt.de>:
>>>>>
>>>>> But not on my linux box .... ubuntu 14.04 :-(
>>>>>
>>>>> <Mail Attachment.png>
>>>>>
>>>>>
>>>>>
>>>>> On 24.11.2015 21:03, Alexandre Bergel wrote:
>>>>>> Woden works in Pharo 5.0
>>>>>> I have just tried.
>>>>>>
>>>>>> Alexandre
>>>>>> --
>>>>>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>>>>>> Alexandre Bergel http://www.bergel.eu
>>>>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>>>>>
>>>>>>
>>>>>>
>>>>>>> On Nov 24, 2015, at 3:15 PM, Volkert
>>>>>>> <volkert(a)komponentenwerkstatt.de> wrote:
>>>>>>>
>>>>>>> Cool ...
>>>>>>>
>>>>>>> Which Pharo Version? I tried Pharo 4.0 and
>>>>>>> got this error:
>>>>>>>
>>>>>>> <edcefcdd.png>
>>>>>>>
>>>>>>>
>>>>>>> On 24.11.2015 12:50, Alexandre Bergel wrote:
>>>>>>>>> Do we have a tutorial? i found only
>>>>>>>>> http://woden.ronie.cl.
>>>>>>>>>
>>>>>>>>> What about mouse control and object
>>>>>>>>> selection. It that possible?
>>>>>>>>
>>>>>>>> Yes.
>>>>>>>>
>>>>>>>> To load Woden:
>>>>>>>>
>>>>>>>> Gofer new smalltalkhubUser: 'ronsaldo'
>>>>>>>> project: 'Woden'; package:
>>>>>>>> 'ConfigurationOfWoden'; load. (Smalltalk
>>>>>>>> at: #ConfigurationOfWoden) loadBleedingEdge.
>>>>>>>>
>>>>>>>> Try:
>>>>>>>> =-=-=-==-=-=-==-=-=-==-=-=-=
>>>>>>>> v := RWView new.
>>>>>>>>
>>>>>>>> 1 to: 100 do: [ :i |
>>>>>>>> e := RWCube element.
>>>>>>>> e when: RWMouseButtonDown do: [ :ev |
>>>>>>>> ev element shape color: WDColor green.
>>>>>>>> ev element changed.
>>>>>>>> ].
>>>>>>>> v add: e.
>>>>>>>> ].
>>>>>>>> RWXZGridLayout on: v elements.
>>>>>>>> v addInteraction: RWMouseKeyControl.
>>>>>>>> v camera position: (WDVector3 x: 0.0 y: 0.0
>>>>>>>> z: 3.0).
>>>>>>>> v open
>>>>>>>> =-=-=-==-=-=-==-=-=-==-=-=-=
>>>>>>>> Use the keys A S D W and the moose to
>>>>>>>> navigate. Click on cube to make them green
>>>>>>>>
>>>>>>>> <Mail Attachment.png>
>>>>>>>>
>>>>>>>> Cheers,
>>>>>>>> Alexandre
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>>
>>>>>>>>> BW,
>>>>>>>>> Volkert
>>>>>>>>>
>>>>>>>>> On 22.11.2015 21:10, Alexandre Bergel wrote:
>>>>>>>>>> We have also put quite some effort on
>>>>>>>>>> Woden, a 3d engine for Pharoâ¦
>>>>>>>>>>
>>>>>>>>>> Cheers,
>>>>>>>>>> Alexandre
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>> On Nov 22, 2015, at 2:56 PM, Dimitris
>>>>>>>>>>> Chloupis <kilon.alios(a)gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>> its possible via my Ephestos project, to
>>>>>>>>>>> render to video or real time but the
>>>>>>>>>>> project is still very much a WIP. Its
>>>>>>>>>>> doable but require some python knowledge
>>>>>>>>>>> and knowledge of Blender UI and API. I
>>>>>>>>>>> will be making a true Pharo API for it
>>>>>>>>>>> fairly soon but as you can imagine these
>>>>>>>>>>> things take time.
>>>>>>>>>>>
>>>>>>>>>>> On Sun, Nov 22, 2015 at 6:35 PM Volkert
>>>>>>>>>>> <volkert(a)komponentenwerkstatt.de> wrote:
>>>>>>>>>>> Is this possible with Pharo?
>>>>>>>>>>>
>>>>>>>>>>> http://www.asterank.com/3d/
>>>>>>>>>>>
>>>>>>>>>>> BW,
>>>>>>>>>>> Volkert
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>
>>>
>>>
>>>
>>
>
Dec. 1, 2015
Re: [Pharo-users] evolutions of squeakelib & crypto (Reed Solomon)
by Robert Withers
Pharo Pholks,
Is the spirit of #GivingTuesday, I am publishing my secure session code
in progress. Some changes to pharo's internals will allow this there,
though I am currently doing my work in Squeak.
Cheers,
Robert
-------- Forwarded Message --------
Subject: Re: evolutions of squeakelib & crypto (Reed Solomon)
Date: Tue, 1 Dec 2015 11:44:03 -0500
From: Robert Withers <robert.w.withers(a)gmail.com>
To: squeak-dev(a)lists.squeakfoundation.org, Discussion of E and other
capability languages <e-lang(a)mail.eros-os.org>
Here is a newer version (201) with a protocol change to remove all
tcpIds from the rendezvous.
https://www.dropbox.com/s/7mgfglwu3e4bf4j/SqueakElib-rww.201.mcz?dl=0
- Robert
On 12/01/2015 07:37 AM, Robert Withers wrote:
> This version of the Cryptography package has beginnings of ReedSolomon
> encoding.
>
> The rendezvous is separated into an OperationProtocol and a
> StartupProtocol and the message pipeline of the session layer of
> SqueakElib has been completely rewritten and LayeredProtocols have
> been folded in. Please look at ElibVatTPDataTestCase for an example.
>
> Cryptography:
> https://www.dropbox.com/s/z9dux2goimej79e/Cryptography-rww.40.mcz?dl=0
> SqueakElib:
> https://www.dropbox.com/s/5yvkl3df89uyjnh/SqueakElib-rww.200.mcz?dl=0
>
> In the spirit of #GivingTuesday,
> Robert
Dec. 1, 2015
Re: [Pharo-users] Pharo for Data Visualization
by Alexandre Bergel
Does the script Ronie sent work for you Volkert?
Alexandre
--
_,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
Alexandre Bergel http://www.bergel.eu
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
> On Dec 1, 2015, at 1:11 AM, Volkert <volkert(a)komponentenwerkstatt.de> wrote:
>
> That is cool. Thank you ...
>
> BW,
> Volkert
>
> On 01.12.2015 01:25, Ronie Salgado wrote:
>> Hello,
>>
>> I added a fallback method for the selection, so the missing extension should not be required. The following script should work in a playground.
>>
>> ===========================================================
>>
>> view := RWView new.
>> elements := RWCube elementsOn: (1 to: 50).
>> RWCubeLayout on: elements.
>> elements do: [:el |
>> el when: RWMouseButtonDown do: [ :ev |
>> ev element color: WDColor red.
>> ev element changed.
>> ]
>> ].
>>
>> view addAll: elements.
>> view addInteraction: RWMouseKeyControl.
>> view open
>>
>> ============================================================
>> I tested it on:
>>
>> glxinfo
>> OpenGL vendor string: Intel Open Source Technology Center
>> OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile
>>
>> cat /proc/cpuinfo
>> model name : Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz
>>
>> Best regards,
>> Ronie
>>
>> 2015-11-29 3:33 GMT-03:00 Ben Coman <btc(a)openinworld.com <mailto:btc@openinworld.com>>:
>> Interesting stuff Ronie. Hopefully we'll gain a lot in portability with Vulkan. What I find interesting is the use of Standard Portable Intermediate Representation (SPIR) common to Vulkan graphics API and OpenCL compute API. [1] is an interesting article outlining this. [2] indicates a few programming languages will compile direct to SPIR and I wonder if Pharo might be able to do the same? New technologies (SPIR) => new opportunities to draw the curious to Pharo. Wild speculation... be able to debug a shader on a SPIR simulator running inside Pharo.
>>
>> (btw, apparently SPIR is pronounced "spear" not to be confused with our "spur" vm)
>>
>> [2] p39,40 says "Debug information via standardized API calls" and "Khronos encouraging open community of tools e.g. shader debugging" which may provide an opportunity to produce a shader debugging tool for use by individual developers in a corporate environment that constrains their language choice for the main application, but have more flexibility to choice their tools. So potentially once exposed to Pharo we hook some of them. Maybe interesting debugging info could be gathered that could be presented by Roassal.
>>
>> [3] p4 says "SPIR-V is fully set up to support multiple source languages" and "SPIR-V also enables development of new experimental languages" and [4] says "Enable third-party code generation targeting OpenCL platforms without going through OpenCL C." So maybe(?) this makes it easier to get fast computing within Pharo using more of our own tools?
>>
>> [1] http://www.pcper.com/reviews/General-Tech/GDC-15-What-Vulkan-glNext-SPIR-V-… <http://www.pcper.com/reviews/General-Tech/GDC-15-What-Vulkan-glNext-SPIR-V-…>
>> [2] https://www.khronos.org/assets/uploads/developers/library/2015-sigasia/SIGG… <https://www.khronos.org/assets/uploads/developers/library/2015-sigasia/SIGG…>
>> [3] https://www.khronos.org/registry/spir-v/papers/WhitePaper.pdf <https://www.khronos.org/registry/spir-v/papers/WhitePaper.pdf>
>> [4] https://www.khronos.org/faq/spir <https://www.khronos.org/faq/spir>
>>
>> cheers -ben
>>
>> On Sun, Nov 29, 2015 at 6:13 AM, Ronie Salgado <roniesalg(a)gmail.com <mailto:roniesalg@gmail.com>> wrote:
>> Hi Stef,
>>
>> I think that this is important that people can pick different ("compatible") driver/framework back-end.
>> You see if Woden is only built to work on something that does not run on mac or windows then
>> it will be limited.
>> The problem is not Window or Mac. The problem is Linux.
>>
>> We are having some discussion on this with Alex on this. I am going to try to remove the requirement on that extension by providing a fallback method for the selection, that does not require that extension. Then I will test it in my laptop by selecting the Intel driver (My laptop has the integrated Intel card in the CPU and a dedicated AMD graphics cards).
>>
>> However Woden-Roassal relies a lot on hardware instancing support to be able to draw a lot of dynamic cubes. The alternative is to use a vertex buffer and index buffer that holds all of the transformed visible geometry that is updated on each frame in the worst case scenario. In the best case scenario (static cubes or objects), they are updated only once. This relies a lot on the CPU because all of the transformations has to be done manually on the CPU.
>>
>> This is not a hardware problem, this is a drivers problem because OpenGL is huge, complex, unefficient, does not represent the graphics hardware. The Mesa Open Source guys are not able to keep pace with the extension hell known as OpenGL. In Ubuntu 14.04 Mesa supports up until OpenGL 3.0 compatibility profile, and OpenGL 3.1 core profile. The current version of OpenGL is 4.5. Each version of OpenGL has a different version of GLSL (OpenGL Shader Language), which makes harder to stick with one reasonable subset and then support features depending on which hardware you are running. In contrast, if you are developing for Direct3D in Windows, you only need to choose between Direct3D 9(Windows XP), 11(Vista I think/7/8), 12(Windows 10) and thats it. In Direct3D you do not have to deal with hardware vendor extensions because there are not extensions.
>>
>> By using instancing, I have a buffer with the geometry of a single cube or shape. Then I have another buffer with the transformation and color of each cube or simple shape. When updating the position, size or color of an element I only have to change a single entry in this buffer.
>>
>> The original Roassal 3D used a draw call per element. This more flexible, but a lot slower. 20.000 cubes in Roassal3D vs 300.000-600.000 in Woden-Roassal visibles at the same time. The overhead of a draw call is produced because some validations are made by the OpenGL driver for each draw call.
>>
>> A draw call per-element is only reasonable when using Direct3D 12(Window), Metal(iOS, OS X) or Vulkan (Linux, Windows and mobiles) because there are designed to remove the overhead of draw calls. This is the approach that I am going to use in Woden 2 via an abstraction layer that I am making in C/C++ above the graphics API. Currently I have a backend for Direct3D 12 and OpenGL 4.x (it should be possible to use OpenGL 3.3, but I need to test it). I made the OpenGL backend because Vulkan has not been released yet. It is impossible to get the best performance by using the OpenGL backend because of its design. In theory it should be possible to make a backend for OpenGL 2.0 and OpenGL 2.0 ES, but it will be really hard to do. And it will not have a good performance.
>>
>> Greetings,
>> Ronie
>>
>>
>> 2015-11-28 14:41 GMT-03:00 stepharo < <mailto:stepharo@free.fr>stepharo(a)free.fr <mailto:stepharo@free.fr>>:
>> Ronie
>>
>> I think that this is important that people can pick different ("compatible") driver/framework back-end.
>> You see if Woden is only built to work on something that does not run on mac or windows then
>> it will be limited.
>>
>> Stef
>>
>> Le 25/11/15 00:14, Ronie Salgado a écrit :
>>>
>>> What do you mean with "modern"?
>>> By modern I mean a graphics card a with graphics driver that supports at least OpenGL 4.x. That Intel HD graphics card is capable of supporting at least OpenGL 4.2, but the Open Source Mesa driver gives you support up until OpenGL 3.1. Unfortunately, unlike with AMD or NVIDIA graphics cards, the open source driver is the official driver.
>>>
>>> Woden-Roassal requires integer arithmetic in shaders which is used to support the selection of objects. Integer arithmetics in shaders requires at least OpenGL 3.3, or the missing extension for which you are receiving the error.
>>>
>>> It is not required by the Woden-Core api, so you should be able to try the following in a workspace:
>>>
>>> WDFPSSimpleExample6 new open
>>>
>>> My notebook with an HD Graphics 4400 has no problems with all "three.js" demos found here <http://threejs.org/>http://threejs.org/ <http://threejs.org/>.
>>> Three.js or any WebGL based example is a bad test for that graphics card. WebGL is based in OpenGL ES 2.0 which is a subset of OpenGL 2.0. This is a very old technology for that graphics card.
>>>
>>> Woden will be using Vulkan in the future. According to this Phoronix article ( <http://www.phoronix.com/scan.php?page=news_item&px=LunarG-Vulkan-AMA>http://www.phoronix.com/scan.php?page=news_item&px=LunarG-Vulkan-AMA <http://www.phoronix.com/scan.php?page=news_item&px=LunarG-Vulkan-AMA>), Valve has already made a proper Vulkan driver for the Intel graphics cards. We only need an official release of the Vulkan spec.
>>>
>>> Best regards
>>> Ronie
>>>
>>> 2015-11-24 18:50 GMT-03:00 Volkert < <mailto:volkert@komponentenwerkstatt.de>volkert(a)komponentenwerkstatt.de <mailto:volkert@komponentenwerkstatt.de>>:
>>> My notebook with an HD Graphics 4400 has no problems with all "three.js" demos found here <http://threejs.org/>http://threejs.org/ <http://threejs.org/>.
>>>
>>> What do you mean with "modern"?
>>>
>>> <Mail Attachment.png>
>>>
>>>
>>> On 24.11.2015 22:25, Ronie Salgado wrote:
>>>> You need a modern graphics card. Open source graphics drivers are not supported because there are very behind in their implementations of OpenGL.
>>>>
>>>>
>>>> 2015-11-24 17:28 GMT-03:00 Volkert < <mailto:volkert@komponentenwerkstatt.de>volkert(a)komponentenwerkstatt.de <mailto:volkert@komponentenwerkstatt.de>>:
>>>> But not on my linux box .... ubuntu 14.04 :-(
>>>>
>>>> <Mail Attachment.png>
>>>>
>>>>
>>>>
>>>> On 24.11.2015 21:03, Alexandre Bergel wrote:
>>>>> Woden works in Pharo 5.0
>>>>> I have just tried.
>>>>>
>>>>> Alexandre
>>>>> --
>>>>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>>>>> Alexandre Bergel <http://www.bergel.eu/>http://www.bergel.eu <http://www.bergel.eu/>
>>>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>>>>
>>>>>
>>>>>
>>>>>> On Nov 24, 2015, at 3:15 PM, Volkert < <mailto:volkert@komponentenwerkstatt.de>volkert(a)komponentenwerkstatt.de <mailto:volkert@komponentenwerkstatt.de>> wrote:
>>>>>>
>>>>>> Cool ...
>>>>>>
>>>>>> Which Pharo Version? I tried Pharo 4.0 and got this error:
>>>>>>
>>>>>> <edcefcdd.png>
>>>>>>
>>>>>>
>>>>>> On 24.11.2015 12:50, Alexandre Bergel wrote:
>>>>>>>> Do we have a tutorial? i found only <http://woden.ronie.cl/>http://woden.ronie.cl <http://woden.ronie.cl/>.
>>>>>>>>
>>>>>>>> What about mouse control and object selection. It that possible?
>>>>>>>
>>>>>>> Yes.
>>>>>>>
>>>>>>> To load Woden:
>>>>>>>
>>>>>>> Gofer new smalltalkhubUser: 'ronsaldo' project: 'Woden'; package: 'ConfigurationOfWoden'; load. (Smalltalk at: #ConfigurationOfWoden) loadBleedingEdge.
>>>>>>>
>>>>>>> Try:
>>>>>>> =-=-=-==-=-=-==-=-=-==-=-=-=
>>>>>>> v := RWView new.
>>>>>>>
>>>>>>> 1 to: 100 do: [ :i |
>>>>>>> e := RWCube element.
>>>>>>> e when: RWMouseButtonDown do: [ :ev |
>>>>>>> ev element shape color: WDColor green.
>>>>>>> ev element changed.
>>>>>>> ].
>>>>>>> v add: e.
>>>>>>> ].
>>>>>>> RWXZGridLayout on: v elements.
>>>>>>> v addInteraction: RWMouseKeyControl.
>>>>>>> v camera position: (WDVector3 x: 0.0 y: 0.0 z: 3.0).
>>>>>>> v open
>>>>>>> =-=-=-==-=-=-==-=-=-==-=-=-=
>>>>>>> Use the keys A S D W and the moose to navigate. Click on cube to make them green
>>>>>>>
>>>>>>> <Mail Attachment.png>
>>>>>>>
>>>>>>> Cheers,
>>>>>>> Alexandre
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>>
>>>>>>>> BW,
>>>>>>>> Volkert
>>>>>>>>
>>>>>>>> On 22.11.2015 21:10, Alexandre Bergel wrote:
>>>>>>>>> We have also put quite some effort on Woden, a 3d engine for Pharoâ¦
>>>>>>>>>
>>>>>>>>> Cheers,
>>>>>>>>> Alexandre
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>> On Nov 22, 2015, at 2:56 PM, Dimitris Chloupis < <mailto:kilon.alios@gmail.com>kilon.alios(a)gmail.com <mailto:kilon.alios@gmail.com>> wrote:
>>>>>>>>>>
>>>>>>>>>> its possible via my Ephestos project, to render to video or real time but the project is still very much a WIP. Its doable but require some python knowledge and knowledge of Blender UI and API. I will be making a true Pharo API for it fairly soon but as you can imagine these things take time.
>>>>>>>>>>
>>>>>>>>>> On Sun, Nov 22, 2015 at 6:35 PM Volkert < <mailto:volkert@komponentenwerkstatt.de>volkert(a)komponentenwerkstatt.de <mailto:volkert@komponentenwerkstatt.de>> wrote:
>>>>>>>>>> Is this possible with Pharo?
>>>>>>>>>>
>>>>>>>>>> <http://www.asterank.com/3d/>http://www.asterank.com/3d/ <http://www.asterank.com/3d/>
>>>>>>>>>>
>>>>>>>>>> BW,
>>>>>>>>>> Volkert
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>>
>>
>
Dec. 1, 2015
Re: [Pharo-users] Pharo for Data Visualization
by Stephan Eggermont
On 01-12-15 01:25, Ronie Salgado wrote:
> Hello,
>
> I added a fallback method for the selection, so the missing extension
> should not be required. The following script should work in a playground.
Works for me on Ubuntu 15.04 on a 4790K
stephan@stephanUbuntu:~$ /usr/lib/nux/unity_support_test --print
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) Haswell Desktop
OpenGL version string: 3.0 Mesa 10.5.9
Not software rendered: yes
Not blacklisted: yes
GLX fbconfig: yes
GLX texture from pixmap: yes
GL npot or rect textures: yes
GL vertex program: yes
GL fragment program: yes
GL vertex buffer object: yes
GL framebuffer object: yes
GL version is 1.4+: yes
Unity 3D supported: yes
Thanks,
Stephan
Dec. 1, 2015
Re: [Pharo-users] Pharo Consortium New Gold Member: Thales
by John Pfersich
It does the same thing in chrome. I finally just used my first initial and that passed.
Sent from my iPad
> On Nov 30, 2015, at 23:39, Esteban Lorenzano <estebanlm(a)gmail.com> wrote:
>
> can you try to do it using chrome or firefox? (Iâm trying to determine if this is an âold time bugâ I sawâ¦)
> (this sites -association, consortium- need some serious work, Iâm afraid⦠and no time right now :( )
>
> cheers,
> Esteban
>
>
>> On 01 Dec 2015, at 01:14, John Pfersich <jpfersich(a)gmail.com> wrote:
>>
>> I have tried to join the association in the past, but I get an error message every time I try. See the attached picture to see the result.
>>
>> <image1.PNG>
>>
>> Sent from my iPad
>>
>>> On Nov 30, 2015, at 03:27, Tudor Girba <tudor(a)tudorgirba.com> wrote:
>>>
>>> Great news!
>>>
>>> For everyone not directly involved in the Consortium:
>>> The money collected from memberships go towards the infrastructure of Pharo in form of engineering time. This is a key effort to make Pharo a sustainable platform for the long run.
>>>
>>> That is why these pieces of news are so important.
>>>
>>> Doru
>>>
>>>
>>>> On Nov 26, 2015, at 2:42 PM, marcus.denker(a)inria.fr wrote:
>>>>
>>>> The Pharo Consortium is very happy to announce that Thales
>>>> has joined the Consortium as an Gold Member.
>>>>
>>>> About
>>>> - Thales: https://www.thalesgroup.com
>>>> - Pharo Consortium: http://consortium.pharo.org
>>>>
>>>> The goal of the Pharo Consortium is to allow companies and institutions to
>>>> support the ongoing development and future of Pharo.
>>>>
>>>> Individuals can support Pharo via the Pharo Association:
>>>>
>>>> http://association.pharo.org
>>>>
>>>
>>> --
>>> www.tudorgirba.com
>>>
>>> "Value is always contextual."
>>>
>>>
>>>
>>>
>
>
Dec. 1, 2015
Re: [Pharo-users] [Moose-dev] graph library in Pharo
by Tudor Girba
Hi,
> On Dec 1, 2015, at 9:17 AM, Serge Stinckwich <Serge.Stinckwich(a)gmail.com> wrote:
>
> Hi Peter,
>
> this is nice if you integrate your work with the existing
> moose-algo-graph infrastructure.
>
> I have design several months ago some basic complex graphs algorithms:
> http://smalltalkhub.com/#!/~SergeStinckwich/Moose-Algos-Graph-Generators
> @doru are you interrested to integrate this work in Moose ?
Definitely!
> I will check if this is working in recent Moose images.
Great. Please let me know if it works.
Cheers,
Doru
> Best,
>
> On Mon, Nov 30, 2015 at 1:42 AM, Peter Uhnák <i.uhnak(a)gmail.com> wrote:
>> I need at least (mixed/upward)-planarity testing, embedding, spanning
>> tree, flow, assignment, ...
>>
>> I've seen the Moose-Algos, but from what I need it contains only
>> Kruskal (spanning tree).
>>
>> So ideally I would like to just load a project instead having to
>> implement them all by myself, because most of them are very complex.
>>
>> Peter
>>
>> On Sun, Nov 29, 2015 at 11:35 PM, Alexandre Bergel
>> <alexandre.bergel(a)me.com> wrote:
>>> There are a few algorithms in the moose distribution. Maybe you can check them.
>>> Which algo do you really need?
>>>
>>> Cheers,
>>> Alexandre
>>>
>>>
>>>> On Nov 29, 2015, at 5:29 PM, Peter Uhnak <i.uhnak(a)gmail.com> wrote:
>>>>
>>>> Hi,
>>>>
>>>> is there any graph library for pharo with algorithms for planarity
>>>> testing, spanning trees, flow costs, etc.?
>>>>
>>>> Thanks,
>>>> --
>>>> Peter
>>>>
>>>
>>> --
>>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>>> Alexandre Bergel http://www.bergel.eu
>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>>
>>>
>>>
>>>
>> _______________________________________________
>> Moose-dev mailing list
>> Moose-dev(a)list.inf.unibe.ch
>> https://www.list.inf.unibe.ch/listinfo/moose-dev
>
>
>
> --
> Serge Stinckwich
> UCBN & UMI UMMISCO 209 (IRD/UPMC)
> Every DSL ends up being Smalltalk
> http://www.doesnotunderstand.org/
> _______________________________________________
> Moose-dev mailing list
> Moose-dev(a)list.inf.unibe.ch
> https://www.list.inf.unibe.ch/listinfo/moose-dev
--
www.tudorgirba.com
"We are all great at making mistakes."
Dec. 1, 2015
Re: [Pharo-users] [Moose-dev] Re: graph library in Pharo
by Serge Stinckwich
Hi Peter,
this is nice if you integrate your work with the existing
moose-algo-graph infrastructure.
I have design several months ago some basic complex graphs algorithms:
http://smalltalkhub.com/#!/~SergeStinckwich/Moose-Algos-Graph-Generators
@doru are you interrested to integrate this work in Moose ?
I will check if this is working in recent Moose images.
Best,
On Mon, Nov 30, 2015 at 1:42 AM, Peter Uhnák <i.uhnak(a)gmail.com> wrote:
> I need at least (mixed/upward)-planarity testing, embedding, spanning
> tree, flow, assignment, ...
>
> I've seen the Moose-Algos, but from what I need it contains only
> Kruskal (spanning tree).
>
> So ideally I would like to just load a project instead having to
> implement them all by myself, because most of them are very complex.
>
> Peter
>
> On Sun, Nov 29, 2015 at 11:35 PM, Alexandre Bergel
> <alexandre.bergel(a)me.com> wrote:
>> There are a few algorithms in the moose distribution. Maybe you can check them.
>> Which algo do you really need?
>>
>> Cheers,
>> Alexandre
>>
>>
>>> On Nov 29, 2015, at 5:29 PM, Peter Uhnak <i.uhnak(a)gmail.com> wrote:
>>>
>>> Hi,
>>>
>>> is there any graph library for pharo with algorithms for planarity
>>> testing, spanning trees, flow costs, etc.?
>>>
>>> Thanks,
>>> --
>>> Peter
>>>
>>
>> --
>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>> Alexandre Bergel http://www.bergel.eu
>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>
>>
>>
>>
> _______________________________________________
> Moose-dev mailing list
> Moose-dev(a)list.inf.unibe.ch
> https://www.list.inf.unibe.ch/listinfo/moose-dev
--
Serge Stinckwich
UCBN & UMI UMMISCO 209 (IRD/UPMC)
Every DSL ends up being Smalltalk
http://www.doesnotunderstand.org/
Dec. 1, 2015
Re: [Pharo-users] Pharo Consortium New Gold Member: Thales
by Esteban Lorenzano
can you try to do it using chrome or firefox? (Iâm trying to determine if this is an âold time bugâ I sawâ¦)
(this sites -association, consortium- need some serious work, Iâm afraid⦠and no time right now :( )
cheers,
Esteban
> On 01 Dec 2015, at 01:14, John Pfersich <jpfersich(a)gmail.com> wrote:
>
> I have tried to join the association in the past, but I get an error message every time I try. See the attached picture to see the result.
>
> <image1.PNG>
>
> Sent from my iPad
>
>> On Nov 30, 2015, at 03:27, Tudor Girba <tudor(a)tudorgirba.com> wrote:
>>
>> Great news!
>>
>> For everyone not directly involved in the Consortium:
>> The money collected from memberships go towards the infrastructure of Pharo in form of engineering time. This is a key effort to make Pharo a sustainable platform for the long run.
>>
>> That is why these pieces of news are so important.
>>
>> Doru
>>
>>
>>> On Nov 26, 2015, at 2:42 PM, marcus.denker(a)inria.fr wrote:
>>>
>>> The Pharo Consortium is very happy to announce that Thales
>>> has joined the Consortium as an Gold Member.
>>>
>>> About
>>> - Thales: https://www.thalesgroup.com
>>> - Pharo Consortium: http://consortium.pharo.org
>>>
>>> The goal of the Pharo Consortium is to allow companies and institutions to
>>> support the ongoing development and future of Pharo.
>>>
>>> Individuals can support Pharo via the Pharo Association:
>>>
>>> http://association.pharo.org
>>>
>>
>> --
>> www.tudorgirba.com
>>
>> "Value is always contextual."
>>
>>
>>
>>
Dec. 1, 2015
Re: [Pharo-users] [Pharo-dev] Machine Learning algorithms
by serge.stinckwich@gmail.com
Great initiative Klerisson !
This is better to talk on the pharo-users I guess.
There is a project called SciSmalltalk where a lot of mathematics libraries are already available that might be useful for ML algorithms.
Please join us on
https://github.com/SergeStinckwich/SciSmalltalk
Mailing list here:
https://groups.google.com/forum/m/#!forum/scismalltalk
Regards
Sent from my iPhone
> On 1 déc. 2015, at 00:08, Klérisson Paixão <klerissonpaixao(a)gmail.com> wrote:
>
> Greetings!
>
> We're thinking to power up Pharo with some machine learning algorithms (Naive Bayes, Random Forest and so on). I'm wondering if there is anything done already?
>
> Thanks,
> Klérisson
Dec. 1, 2015