Better name it "Pharo OpenGL ES" so people don't get confused why some of their OpenGL code does not work. You won't finds docs about it , the guy that made it rarely frequents this forums anymore and his code is based on a api that is no longer included and supported by Pharo because it was doing a lot of machine code stuff that was very hard to maintain. My advise is don't worry about backward compatibility , make it easy, make it simple. Don't be afraid to code some of it in C if you have to. Sometimes it's far easier to use C than Pharo. Pharo is no magic wand. And foremost ask a ton of questions. We love questions. On Fri, 25 Mar 2016 at 11:38, Thibault Raffaillac < thibault.raffaillac@inria.fr> wrote:
Can you include a proper build script?
Yep sorry, here are the steps I used to make it run on OSX: $ brew install glfw3 $ cc demo.c -lglfw3 -framework OpenGL
For other systems the doc is hopefully detailed enough ( http://www.glfw.org/docs/latest/build.html).
Why do you say ?porting NBOpenGL?? Is it just a matter of rewriting the native calls with the new FFI system? NBOpenGL functions were generated automatically from NBGLGenerator, so I need to get used to the tool beforehand. It looks like a lot of work was put into this, can I find a paper about it? Also, IMO this all looks too complex. My point in limiting to ES 2 is not just removing functions, I want to make it look simple like the C demo!
Thibault