Hi
What Doru wrote pretty much sums it up.
CodeCity under VW was based on JUN, which provided a programmer-friendly API built on top of OpenGL. Since there is no such thing under Pharo, when I later started to work on CodeCity under Pharo, I needed to learn about how to program directly to OpenGL. And the only example I had for that was SourceCity. In the meantime I manage to get a grip on my basic needs and was ready to move forward to implementing CodeCity. Now that does not work anymore in Pharo 3.0 so I am stuck. I could continue to program under Pharo 2.0, but what's the point?
I have already looked at Roassal 3d, but it was not easy to separate the API from the code. 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). So, I would really appreciate if that API would find its way from Roassal to NBOpenGL and I could use it for CodeCity. 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.
Cheers
Ricky