NBOpenGL on Pharo 3.0

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NBOpenGL on Pharo 3.0

Richard Wettel-3
Hi

CodeCity, the project I am working on is based on NBOpenGL.
I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.

I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:

GLTTRenderingDemo new openInWorld.

but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?

Cheers
Ricky

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Re: NBOpenGL on Pharo 3.0

Stéphane Ducasse
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>


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Re: NBOpenGL on Pharo 3.0

Tudor Girba-2
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"
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Re: NBOpenGL on Pharo 3.0

Richard Wettel-3
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




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"

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Re: NBOpenGL on Pharo 3.0

Stéphane Ducasse
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



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"


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Re: NBOpenGL on Pharo 3.0

Igor Stasenko



On 13 November 2013 11:32, Stéphane Ducasse <[hidden email]> wrote:
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.

 
NBOpenGL needs to be updated to sync with changes in NB about NBExternalStructure.
Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
 
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



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.
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Re: NBOpenGL on Pharo 3.0

Jean Baptiste Arnaud

On Nov 13, 2013, at 2:29 PM, Igor Stasenko <[hidden email]> wrote:




On 13 November 2013 11:32, Stéphane Ducasse <[hidden email]> wrote:
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.

 
NBOpenGL needs to be updated to sync with changes in NB about NBExternalStructure.
The problem of openGL on pharo 3 is exactly what Igor says. 
But Montecello should be able to manage that.
+ small update of the code for linux and windows (maybe maybe not, I will see tomorrow).

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

For mac:
I do the change for mac last month because I needed it, it is integrated. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.
So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.


 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud







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Re: NBOpenGL on Pharo 3.0

Stéphane Ducasse

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud








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Re: NBOpenGL on Pharo 3.0

Richard Wettel-3
Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud









Reply | Threaded
Open this post in threaded view
|

Re: NBOpenGL on Pharo 3.0

Stéphane Ducasse
so richie

have a look at the repository and load the latest version to see if they work (not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <[hidden email]> wrote:

Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud










Reply | Threaded
Open this post in threaded view
|

Re: NBOpenGL on Pharo 3.0

Jean Baptiste Arnaud
ok I have openGL work on my windows 7 machine.
I will update the configuration. But I need to publish also a fix in NativeBoost win.
This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.

I open a bug entry. When It will be integrated. 
Window should work well. But if you have any trouble, give me feedback.


On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <[hidden email]> wrote:

so richie

have a look at the repository and load the latest version to see if they work (not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <[hidden email]> wrote:

Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud











Best Regards
Jean Baptiste Arnaud







Reply | Threaded
Open this post in threaded view
|

Re: NBOpenGL on Pharo 3.0

Jean Baptiste Arnaud
Should work after integration.
Configuration updated. 
Need fix review for integration in nativeBoost, will do that with igor this afternoon.


On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <[hidden email]> wrote:

ok I have openGL work on my windows 7 machine.
I will update the configuration. But I need to publish also a fix in NativeBoost win.
This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.

I open a bug entry. When It will be integrated. 
Window should work well. But if you have any trouble, give me feedback.


On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <[hidden email]> wrote:

so richie

have a look at the repository and load the latest version to see if they work (not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <[hidden email]> wrote:

Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud











Best Regards
Jean Baptiste Arnaud








Best Regards
Jean Baptiste Arnaud







Reply | Threaded
Open this post in threaded view
|

Re: NBOpenGL on Pharo 3.0

Tudor Girba-2
Hi,

As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing:
GLTTRenderingDemo new openInWorld.

Could you point us to the NativeBoost fix to see if it works?

Doru


On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <[hidden email]> wrote:
Should work after integration.
Configuration updated. 
Need fix review for integration in nativeBoost, will do that with igor this afternoon.


On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <[hidden email]> wrote:

ok I have openGL work on my windows 7 machine.
I will update the configuration. But I need to publish also a fix in NativeBoost win.
This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.

I open a bug entry. When It will be integrated. 
Window should work well. But if you have any trouble, give me feedback.


On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <[hidden email]> wrote:

so richie

have a look at the repository and load the latest version to see if they work (not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <[hidden email]> wrote:

Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud











Best Regards
Jean Baptiste Arnaud








Best Regards
Jean Baptiste Arnaud










--

"Every thing has its own flow"
Reply | Threaded
Open this post in threaded view
|

Re: NBOpenGL on Pharo 3.0

Jean Baptiste Arnaud
Yes the fix is not integrated yet.
NBWndClassEx should not be a variable subclass anymore. This part should be checked with Igor.

NBWndClassEx>>#initialize
self cbSize: (self class instanceSize).
and not self basicSize.

You can rebuildField accessor too (class side on every NBExternalStructure).

Do this change and your image should work. (with the last openGL-Win)
I can take you a picture of my computer.

For more accurate answer I need the crash.dump


On Nov 14, 2013, at 1:47 PM, Tudor Girba <[hidden email]> wrote:

Hi,

As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing:
GLTTRenderingDemo new openInWorld.

Could you point us to the NativeBoost fix to see if it works?

Doru


On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <[hidden email]> wrote:
Should work after integration.
Configuration updated. 
Need fix review for integration in nativeBoost, will do that with igor this afternoon.


On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <[hidden email]> wrote:

ok I have openGL work on my windows 7 machine.
I will update the configuration. But I need to publish also a fix in NativeBoost win.
This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.

I open a bug entry. When It will be integrated. 
Window should work well. But if you have any trouble, give me feedback.


On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <[hidden email]> wrote:

so richie

have a look at the repository and load the latest version to see if they work (not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <[hidden email]> wrote:

Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud











Best Regards
Jean Baptiste Arnaud








Best Regards
Jean Baptiste Arnaud










--

"Every thing has its own flow"

Best Regards
Jean Baptiste Arnaud







Reply | Threaded
Open this post in threaded view
|

Re: NBOpenGL on Pharo 3.0

Igor Stasenko



On 14 November 2013 14:25, Jean Baptiste Arnaud <[hidden email]> wrote:
Yes the fix is not integrated yet.
NBWndClassEx should not be a variable subclass anymore. This part should be checked with Igor.

NBWndClassEx>>#initialize
self cbSize: (self class instanceSize).
and not self basicSize.

ah, yes, of couse since before NBWndClassEx was var-byte and its basicSize
was always == instanceSize, but now it is no longer like that and
you need to use longer expression e.g. (self class instanceSize)
 
You can rebuildField accessor too (class side on every NBExternalStructure).

Do this change and your image should work. (with the last openGL-Win)
I can take you a picture of my computer.

For more accurate answer I need the crash.dump


On Nov 14, 2013, at 1:47 PM, Tudor Girba <[hidden email]> wrote:

Hi,

As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing:
GLTTRenderingDemo new openInWorld.

Could you point us to the NativeBoost fix to see if it works?

Doru


On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <[hidden email]> wrote:
Should work after integration.
Configuration updated. 
Need fix review for integration in nativeBoost, will do that with igor this afternoon.


On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <[hidden email]> wrote:

ok I have openGL work on my windows 7 machine.
I will update the configuration. But I need to publish also a fix in NativeBoost win.
This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.

I open a bug entry. When It will be integrated. 
Window should work well. But if you have any trouble, give me feedback.


On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <[hidden email]> wrote:

so richie

have a look at the repository and load the latest version to see if they work (not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <[hidden email]> wrote:

Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud











Best Regards
Jean Baptiste Arnaud








Best Regards
Jean Baptiste Arnaud










--

"Every thing has its own flow"

Best Regards
Jean Baptiste Arnaud










--
Best regards,
Igor Stasenko.
Reply | Threaded
Open this post in threaded view
|

Re: NBOpenGL on Pharo 3.0

Jean Baptiste Arnaud
Good news everyone:
bug fixed and integrated in 3,0 573
I am open for new feedback.


On Nov 14, 2013, at 2:56 PM, Igor Stasenko <[hidden email]> wrote:




On 14 November 2013 14:25, Jean Baptiste Arnaud <[hidden email]> wrote:
Yes the fix is not integrated yet.
NBWndClassEx should not be a variable subclass anymore. This part should be checked with Igor.

NBWndClassEx>>#initialize
self cbSize: (self class instanceSize).
and not self basicSize.

ah, yes, of couse since before NBWndClassEx was var-byte and its basicSize
was always == instanceSize, but now it is no longer like that and
you need to use longer expression e.g. (self class instanceSize)
 
You can rebuildField accessor too (class side on every NBExternalStructure).

Do this change and your image should work. (with the last openGL-Win)
I can take you a picture of my computer.

For more accurate answer I need the crash.dump


On Nov 14, 2013, at 1:47 PM, Tudor Girba <[hidden email]> wrote:

Hi,

As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing:
GLTTRenderingDemo new openInWorld.

Could you point us to the NativeBoost fix to see if it works?

Doru


On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <[hidden email]> wrote:
Should work after integration.
Configuration updated. 
Need fix review for integration in nativeBoost, will do that with igor this afternoon.


On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <[hidden email]> wrote:

ok I have openGL work on my windows 7 machine.
I will update the configuration. But I need to publish also a fix in NativeBoost win.
This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.

I open a bug entry. When It will be integrated. 
Window should work well. But if you have any trouble, give me feedback.


On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <[hidden email]> wrote:

so richie

have a look at the repository and load the latest version to see if they work (not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <[hidden email]> wrote:

Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud











Best Regards
Jean Baptiste Arnaud








Best Regards
Jean Baptiste Arnaud










--

"Every thing has its own flow"

Best Regards
Jean Baptiste Arnaud










--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud







Reply | Threaded
Open this post in threaded view
|

Re: NBOpenGL on Pharo 3.0

Jean Baptiste Arnaud

On Nov 14, 2013, at 5:39 PM, Ronie Salgado <[hidden email]> wrote:

Still having problems with NBOpenGL under Linux.

First I'm getting a message not understood for NativeBoostConstants mac32PlaformId under NBMacGLContextDriver>>supportsCurrentPlatform. Its fixed by adding the missing 't' to mac32PlaformId, becoming mac32PlatformId.
I think your image is outdated ...

That is a really old bug.

"
Name: NBOpenGL-Mac-IgorStasenko.3
Author: IgorStasenko
Time: 14 March 2013, 4:16:19.35 pm
UUID: d0575b2c-ffc1-4cce-ac2a-3215ae53c599
Ancestors: NBOpenGL-Mac-IgorStasenko.2

- fix typo with mac32PlaformId => mac32PlatformId
"
But check your openGL version maybe not the right one.
How do you load openGL ?
ConfigurationOfOpenGL project load: '3.0' ? ==> you should use this one.

Then, after changing that I'm receiving a "function unavailable" error. Looking at the code I notice that it looks for libGL.so under /usr/lib/libGL.so. In modern versions of 64 bits Ubuntu, and Linux Mint which is derived from Ubuntu, libGL.so is not placed under /usr/lib, instead is placed in a driver dependent folder, which is referenced by a config file in /etc/ld.so.conf.d/ . With a mesa driver, the OpenGL library is at /usr/lib/i386-linux-gnu/mesa/libGL.so.1 , so the driver shared object path cannot be hardcoded.
The path problem is a know issue, yes. If you have a good solution. But yes basically you have to update manually the pass in the moduleName variable.

Changing the module name for 'libGL.so.1', doesn't work, but changing it for '/usr/lib/i386-linux-gnu/mesa/libGL.so.1' gives me an 'unable to resolve external type: GLXDrawable', adding NBGLXTypes into the pool dictionaries of NBGlxAPI solves it.

I fix that too.

After changing that, it tries to create a multisampled framebuffer, however it doesn't check the maximum number of samples supported. My machine reports GL_EXT_framebuffer_multisample  as supported, but the FBO created is not complete. I modified the creation code to use only 1 sample for multisampling and its works.
Using those hacks makes it work under a 64 bits Linux. Still, whenever I run an example, I'm getting a top level window that doesn't does nothing, which is annoying. Closing the windows doesn't break the running OpenGL application.

Greetings,
Ronie Salgado


2013/11/14 Jean Baptiste Arnaud <[hidden email]>
Good news everyone:
bug fixed and integrated in 3,0 573
I am open for new feedback.


On Nov 14, 2013, at 2:56 PM, Igor Stasenko <[hidden email]> wrote:




On 14 November 2013 14:25, Jean Baptiste Arnaud <[hidden email]> wrote:
Yes the fix is not integrated yet.
NBWndClassEx should not be a variable subclass anymore. This part should be checked with Igor.

NBWndClassEx>>#initialize
self cbSize: (self class instanceSize).
and not self basicSize.

ah, yes, of couse since before NBWndClassEx was var-byte and its basicSize
was always == instanceSize, but now it is no longer like that and
you need to use longer expression e.g. (self class instanceSize)
 
You can rebuildField accessor too (class side on every NBExternalStructure).

Do this change and your image should work. (with the last openGL-Win)
I can take you a picture of my computer.

For more accurate answer I need the crash.dump


On Nov 14, 2013, at 1:47 PM, Tudor Girba <[hidden email]> wrote:

Hi,

As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing:
GLTTRenderingDemo new openInWorld.

Could you point us to the NativeBoost fix to see if it works?

Doru


On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <[hidden email]> wrote:
Should work after integration.
Configuration updated. 
Need fix review for integration in nativeBoost, will do that with igor this afternoon.


On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <[hidden email]> wrote:

ok I have openGL work on my windows 7 machine.
I will update the configuration. But I need to publish also a fix in NativeBoost win.
This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.

I open a bug entry. When It will be integrated. 
Window should work well. But if you have any trouble, give me feedback.


On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <[hidden email]> wrote:

so richie

have a look at the repository and load the latest version to see if they work (not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <[hidden email]> wrote:

Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud











Best Regards
Jean Baptiste Arnaud








Best Regards
Jean Baptiste Arnaud










--

"Every thing has its own flow"

Best Regards
Jean Baptiste Arnaud










--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud









Best Regards
Jean Baptiste Arnaud







Reply | Threaded
Open this post in threaded view
|

Re: NBOpenGL on Pharo 3.0

Tudor Girba-2
In reply to this post by Jean Baptiste Arnaud
Thanks a lot for looking into this. We will check tomorrow when we are back in front of a Windows machine, and let you know how it works.

Cheers,
Doru


On Thu, Nov 14, 2013 at 4:57 PM, Jean Baptiste Arnaud <[hidden email]> wrote:
Good news everyone:
bug fixed and integrated in 3,0 573
I am open for new feedback.


On Nov 14, 2013, at 2:56 PM, Igor Stasenko <[hidden email]> wrote:




On 14 November 2013 14:25, Jean Baptiste Arnaud <[hidden email]> wrote:
Yes the fix is not integrated yet.
NBWndClassEx should not be a variable subclass anymore. This part should be checked with Igor.

NBWndClassEx>>#initialize
self cbSize: (self class instanceSize).
and not self basicSize.

ah, yes, of couse since before NBWndClassEx was var-byte and its basicSize
was always == instanceSize, but now it is no longer like that and
you need to use longer expression e.g. (self class instanceSize)
 
You can rebuildField accessor too (class side on every NBExternalStructure).

Do this change and your image should work. (with the last openGL-Win)
I can take you a picture of my computer.

For more accurate answer I need the crash.dump


On Nov 14, 2013, at 1:47 PM, Tudor Girba <[hidden email]> wrote:

Hi,

As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing:
GLTTRenderingDemo new openInWorld.

Could you point us to the NativeBoost fix to see if it works?

Doru


On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <[hidden email]> wrote:
Should work after integration.
Configuration updated. 
Need fix review for integration in nativeBoost, will do that with igor this afternoon.


On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <[hidden email]> wrote:

ok I have openGL work on my windows 7 machine.
I will update the configuration. But I need to publish also a fix in NativeBoost win.
This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.

I open a bug entry. When It will be integrated. 
Window should work well. But if you have any trouble, give me feedback.


On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <[hidden email]> wrote:

so richie

have a look at the repository and load the latest version to see if they work (not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <[hidden email]> wrote:

Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud











Best Regards
Jean Baptiste Arnaud








Best Regards
Jean Baptiste Arnaud










--

"Every thing has its own flow"

Best Regards
Jean Baptiste Arnaud










--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud










--

"Every thing has its own flow"
Reply | Threaded
Open this post in threaded view
|

Re: NBOpenGL on Pharo 3.0

Richard Wettel-3
Hi

Wanted to let you know that the GLTTRenderingDemo is working again on Windows.
Thanks a lot for your effort!

Ricky


On Thu, Nov 14, 2013 at 6:14 PM, Tudor Girba <[hidden email]> wrote:
Thanks a lot for looking into this. We will check tomorrow when we are back in front of a Windows machine, and let you know how it works.

Cheers,
Doru


On Thu, Nov 14, 2013 at 4:57 PM, Jean Baptiste Arnaud <[hidden email]> wrote:
Good news everyone:
bug fixed and integrated in 3,0 573
I am open for new feedback.


On Nov 14, 2013, at 2:56 PM, Igor Stasenko <[hidden email]> wrote:




On 14 November 2013 14:25, Jean Baptiste Arnaud <[hidden email]> wrote:
Yes the fix is not integrated yet.
NBWndClassEx should not be a variable subclass anymore. This part should be checked with Igor.

NBWndClassEx>>#initialize
self cbSize: (self class instanceSize).
and not self basicSize.

ah, yes, of couse since before NBWndClassEx was var-byte and its basicSize
was always == instanceSize, but now it is no longer like that and
you need to use longer expression e.g. (self class instanceSize)
 
You can rebuildField accessor too (class side on every NBExternalStructure).

Do this change and your image should work. (with the last openGL-Win)
I can take you a picture of my computer.

For more accurate answer I need the crash.dump


On Nov 14, 2013, at 1:47 PM, Tudor Girba <[hidden email]> wrote:

Hi,

As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing:
GLTTRenderingDemo new openInWorld.

Could you point us to the NativeBoost fix to see if it works?

Doru


On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <[hidden email]> wrote:
Should work after integration.
Configuration updated. 
Need fix review for integration in nativeBoost, will do that with igor this afternoon.


On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <[hidden email]> wrote:

ok I have openGL work on my windows 7 machine.
I will update the configuration. But I need to publish also a fix in NativeBoost win.
This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.

I open a bug entry. When It will be integrated. 
Window should work well. But if you have any trouble, give me feedback.


On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <[hidden email]> wrote:

so richie

have a look at the repository and load the latest version to see if they work (not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <[hidden email]> wrote:

Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud











Best Regards
Jean Baptiste Arnaud








Best Regards
Jean Baptiste Arnaud










--

"Every thing has its own flow"

Best Regards
Jean Baptiste Arnaud










--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud










--

"Every thing has its own flow"

Reply | Threaded
Open this post in threaded view
|

Re: NBOpenGL on Pharo 3.0

Stéphane Ducasse

Hi

Wanted to let you know that the GLTTRenderingDemo is working again on Windows.
Thanks a lot for your effort!

Ricky 

Now you should really think that JB is doing that on his free time. He is not payed for doing that.
We should work on Python security and Moose Python. 

So what I want to say is that you should consider that Pharo is YOURS and that NBOpenGL too.
So let, and if you do not know, learn.
JB learned openGL to do something fun during his PhD but it has nothing to do to 3D. It is about 
security and dynamic language. 

Help yourself to build a great system.


Stef



Ricky


On Thu, Nov 14, 2013 at 6:14 PM, Tudor Girba <[hidden email]> wrote:
Thanks a lot for looking into this. We will check tomorrow when we are back in front of a Windows machine, and let you know how it works.

Cheers,
Doru


On Thu, Nov 14, 2013 at 4:57 PM, Jean Baptiste Arnaud <[hidden email]> wrote:
Good news everyone:
bug fixed and integrated in 3,0 573
I am open for new feedback.


On Nov 14, 2013, at 2:56 PM, Igor Stasenko <[hidden email]> wrote:




On 14 November 2013 14:25, Jean Baptiste Arnaud <[hidden email]> wrote:
Yes the fix is not integrated yet.
NBWndClassEx should not be a variable subclass anymore. This part should be checked with Igor.

NBWndClassEx>>#initialize
self cbSize: (self class instanceSize).
and not self basicSize.

ah, yes, of couse since before NBWndClassEx was var-byte and its basicSize
was always == instanceSize, but now it is no longer like that and
you need to use longer expression e.g. (self class instanceSize)
 
You can rebuildField accessor too (class side on every NBExternalStructure).

Do this change and your image should work. (with the last openGL-Win)
I can take you a picture of my computer.

For more accurate answer I need the crash.dump


On Nov 14, 2013, at 1:47 PM, Tudor Girba <[hidden email]> wrote:

Hi,

As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing:
GLTTRenderingDemo new openInWorld.

Could you point us to the NativeBoost fix to see if it works?

Doru


On Thu, Nov 14, 2013 at 1:21 PM, Jean Baptiste Arnaud <[hidden email]> wrote:
Should work after integration.
Configuration updated. 
Need fix review for integration in nativeBoost, will do that with igor this afternoon.


On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud <[hidden email]> wrote:

ok I have openGL work on my windows 7 machine.
I will update the configuration. But I need to publish also a fix in NativeBoost win.
This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash.

I open a bug entry. When It will be integrated. 
Window should work well. But if you have any trouble, give me feedback.


On Nov 14, 2013, at 12:01 PM, Stéphane Ducasse <[hidden email]> wrote:

so richie

have a look at the repository and load the latest version to see if they work (not using the configuration).
This is what we will try here (chile).

Stef

On Nov 14, 2013, at 9:58 AM, Richard Wettel <[hidden email]> wrote:

Thanks everyone! That would be great. 
Looking forward to having NBOpenGL up and running again.

Cheers
Ricky


On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse <[hidden email]> wrote:

Right now it cannot even be loaded into 3.0.
But update is simple (i think JB did that already, just not published?).
Grrr, all my code are published ^^.

Where? When did you announce it?
Sorry but how can you expect guys from the other part of the planet to know it.
Communication in open-source is important because people do not know what others
are doing. 
You know richie asked and ronie too and they are smart guys. But they cannot guess. 

For mac:
I do the change for mac last month because I needed it, it is integrated. 

ah ok this is why it is working on mac. 

For linux:
I fix, published, tested and updated the configuration for linux 2 days ago, because Alex ask me.
On my roommate computer that work (ubuntu ).
But I need feedback.

oki we will check that tomorrow I hope.

For windows:
I publish a fix for window yesterday:NBOpenGL-Win-jeanbaptistearnaud.9 but I do not update configuration because I cannot test it.
I was planned to go test and debug on my home computer (window 7, 64), tomorrow.

Ok we can say it to ronie to have a look.

So, you can expect a fix integrated soon.

And having a working OpenGL, exactly as it work in pharo 2.0.

Excellent.



 
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.

I will also publish some example (using shadder) that I wrote but it is still not yet user friendly. 


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

Shader part are done for now.

- 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.
 + 1 

- 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


yes, my bad.

Now again if nobody builds a jun like library in Pharo it will not exist.
 
Stef



Cheers
Ricky




On Wed, Nov 13, 2013 at 9:44 AM, Tudor Girba <[hidden email]> wrote:
Hi,

I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :).

I also guess he wants to put some effort into understanding this as well but he needs a bit of guidance. Right Ricky?

Cheers,
Doru



On Tue, Nov 12, 2013 at 2:12 PM, Stéphane Ducasse <[hidden email]> wrote:
Richard

you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler)
and his code should be split in two and one part should go to NBOpenGL.
Now he is experiencing some problem with NBOpenGL on windows as you.

NativeBoost does not work on 64 bits. Yet but igor is really busy finishing the texteditor (and I can tell you that
he does not have fun there).

So it is important that you help because we are FULL
and sorry about that but really FULL.

Ronie will visit us in January and share an office with igor.

Stef


> Hi
>
> CodeCity, the project I am working on is based on NBOpenGL.
> I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0.
>
> I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits:
>
> GLTTRenderingDemo new openInWorld.
>
> but I get a 'No suitable implementation found for initializing OpenGL context for your platform'.
> It seems that NBGLContextDriver does not have a subclass for Windows 64bits. Did I omit something?
>
> Cheers
> Ricky
>





--

"Every thing has its own flow"





--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud











Best Regards
Jean Baptiste Arnaud








Best Regards
Jean Baptiste Arnaud










--

"Every thing has its own flow"

Best Regards
Jean Baptiste Arnaud










--
Best regards,
Igor Stasenko.

Best Regards
Jean Baptiste Arnaud










--

"Every thing has its own flow"