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December 2015
- 85 participants
- 655 messages
Re: [Pharo-users] Pharo for Data Visualization
by Volkert
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
> <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/.
>>
>> 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
>> <mailto:volkert@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"?
>>
>>
>>
>> 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
>>> <mailto:volkert@komponentenwerkstatt.de>>:
>>>
>>> But not on my linux box .... ubuntu 14.04 :-(
>>>
>>>
>>>
>>>
>>> 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
>>>>> <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.
>>>>>>>
>>>>>>> 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
>>>>>>>>> <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
>>>>>>>>> <volkert(a)komponentenwerkstatt.de
>>>>>>>>> <mailto:volkert@komponentenwerkstatt.de>>
>>>>>>>>> wrote:
>>>>>>>>> Is this possible with Pharo?
>>>>>>>>>
>>>>>>>>> http://www.asterank.com/3d/
>>>>>>>>>
>>>>>>>>> BW,
>>>>>>>>> Volkert
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>>
>>
>>
>
>
>
>
Dec. 1, 2015
Re: [Pharo-users] [ANN] breakpoints and watchpoints working
by Ben Coman
On Tue, Dec 1, 2015 at 4:32 AM, Marcus Denker <marcus.denker(a)inria.fr> wrote:
>
>>
>>>> but a problem you could be aware is setting a break once in InputEventFetcher>>signalEvent: , and then moving the mouse, the image hangs.
>>>>
>>> Thanks, we will investigate. The âonceâ breakpoint triggers a recompile before opening the debugger.
>>> but of course the devil is in the details⦠we will check to see what exactly is happening here.
>>>
>>
>> I think I understand what happens: the method is called because there is an interrupt. Check for interrupt happens on all message sends
>> ==> even though we *want* to recompile before calling the method again, the check for interrupt happens and it is called again before the new
>> method is installed.
>
> Hmm.. I think it could be fixed by changing priorities of running threads: if we lover (temporarily) the input-event fetcher priority and raise
> the thread that does the compiling/installing, maybe we can make sure that the signalEvent: is not called before the break is removedâ¦
I speculate that changing the priority of input-event fetcher would
have more impact than just raising the installing thread above it, but
then I guess the DelayScheduler timing-priority event loop will be
susceptible to the same problem. Maybe the final part of the install
needs to be done with a primitive like #become: ?
cheers -ben
Dec. 1, 2015
Re: [Pharo-users] Pharo for Data Visualization
by Ronie Salgado
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>:
> 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>
> 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"?
>>>>
>>>>
>>>>
>>>> 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>
>>>> volkert(a)komponentenwerkstatt.de>:
>>>>
>>>>> But not on my linux box .... ubuntu 14.04 :-(
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> 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
>>>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>>>>
>>>>>
>>>>>
>>>>> On Nov 24, 2015, at 3:15 PM, Volkert <
>>>>> <volkert(a)komponentenwerkstatt.de>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>
>>>>> 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>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>volkert(a)komponentenwerkstatt.de>
>>>>> wrote:
>>>>> Is this possible with Pharo?
>>>>>
>>>>> <http://www.asterank.com/3d/>http://www.asterank.com/3d/
>>>>>
>>>>> BW,
>>>>> Volkert
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>
>>>
>>
>
Dec. 1, 2015
Re: [Pharo-users] Pharo productivity
by Esteban Lorenzano
cool :)
but those scripts can be easily improved:
Gofer it
url: âfiletree:///home/deployâ;
package: âWebCounterâ;
package: âHelloWorldAppâ;
load.
stdout << 'WebCounter installed'; lf.
ZnZincServerAdaptor startOn: 8080.
WAAdmin register: WebCounter asApplicationAt: 'webcounterâ.
(looks a lot easier to understand :P)
cheers,
Esteban
> On 30 Nov 2015, at 22:51, phil(a)highoctane.be wrote:
>
> https://github.com/Geal/pharo-seaside-docker-example
> https://www.clever-cloud.com/blog/guests/2015/01/05/smalltalk-in-the-cloud/
>
> Phil
>
>
> On Mon, Nov 30, 2015 at 9:43 PM, Esteban A. Maringolo <emaringolo(a)gmail.com> wrote:
> Do you have a recipe to put Pharo in a Docker container?
> Esteban A. Maringolo
>
>
> 2015-11-30 17:34 GMT-03:00 phil(a)highoctane.be <phil(a)highoctane.be>:
> > I have been using Pharo somewhat less in my current projects.
> >
> > Nevertheless, I needed a tool done fast and behaving correctly.
> >
> > Did it the TDD way with Pharo.
> >
> > Great experience. Great productivity. No messing around with external
> > libraries, modules...
> >
> > 64-bit Linux compatibility would really help these days. But stuffing Pharo
> > and 32 bit on a docker container works nicely too.
> >
> > Phil
>
>
>
Dec. 1, 2015
Re: [Pharo-users] Pharo Consortium New Gold Member: Thales
by John Pfersich
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.
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