JB can you read and reply to this mail?
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?
for now probably, because if you that is the one the most interested guy in that does not have the time to understand why others that
do not need 3D should do it. NBOpenGL was a side project to give a try of busy people too. I'm sorry to say that
but we cannot be on all fronts especially when they are changing.
So can you tell us if you see what changed between 2 and 3. I have no idea.
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.
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
- 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.
- 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
Now again if nobody builds a jun like library in Pharo it will not exist.
Stef