OpenGL: NBMacGlAPI missing?

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OpenGL: NBMacGlAPI missing?

abergel
Hi!

I have installed NBOpenGL from http://smalltalkhub.com/#!/~PharoExtras/NBOpenGL
I have loaded Version 2.0 using the configuration

The method NBMacGlAPI>>glApiCall: fnSpec index: fnIndex attributes: attributes context: contextToRetry   refers to the class NBCallFailureHandler, which is not existing

Apparently NBSTIvarLoader is also missing...
I guess ConfigurationOfNBOpenGL is not loading everything...
It would be nice to fix this.

Cheers,
Alexandre

--
_,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
Alexandre Bergel  http://www.bergel.eu
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.




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Re: [Pharo-dev] OpenGL: NBMacGlAPI missing?

Igor Stasenko
On 7 June 2013 21:07, Alexandre Bergel <[hidden email]> wrote:

> Hi!
>
> I have installed NBOpenGL from http://smalltalkhub.com/#!/~PharoExtras/NBOpenGL
> I have loaded Version 2.0 using the configuration
>
> The method NBMacGlAPI>>glApiCall: fnSpec index: fnIndex attributes: attributes context: contextToRetry   refers to the class NBCallFailureHandler, which is not existing
>
> Apparently NBSTIvarLoader is also missing...
> I guess ConfigurationOfNBOpenGL is not loading everything...
> It would be nice to fix this.

just tried in latest 2.0 image.

Pharo2.0
Latest update: #20606

Gofer new
        smalltalkhubUser: 'PharoExtras' project: 'NBOpenGL';
        package: 'ConfigurationOfNBOpenGL';
        load.
       
(ConfigurationOfNBOpenGL project version: '2.0') load

GLTTRenderingDemo new openInWorld

everything loads and works.
(it takes 5 minutes to load though... )

>
> Cheers,
> Alexandre
>
> --
> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
> Alexandre Bergel  http://www.bergel.eu
> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>
>
>
>



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Re: [Pharo-dev] OpenGL: NBMacGlAPI missing?

Igor Stasenko
On 7 June 2013 23:34, Igor Stasenko <[hidden email]> wrote:

> On 7 June 2013 21:07, Alexandre Bergel <[hidden email]> wrote:
>> Hi!
>>
>> I have installed NBOpenGL from http://smalltalkhub.com/#!/~PharoExtras/NBOpenGL
>> I have loaded Version 2.0 using the configuration
>>
>> The method NBMacGlAPI>>glApiCall: fnSpec index: fnIndex attributes: attributes context: contextToRetry   refers to the class NBCallFailureHandler, which is not existing
>>
>> Apparently NBSTIvarLoader is also missing...
>> I guess ConfigurationOfNBOpenGL is not loading everything...
>> It would be nice to fix this.
>
> just tried in latest 2.0 image.
>
> Pharo2.0
> Latest update: #20606
>
> Gofer new
>         smalltalkhubUser: 'PharoExtras' project: 'NBOpenGL';
>         package: 'ConfigurationOfNBOpenGL';
>         load.
>
> (ConfigurationOfNBOpenGL project version: '2.0') load
>
> GLTTRenderingDemo new openInWorld
>
> everything loads and works.
> (it takes 5 minutes to load though... )
>

You can also download  an image with preloaded configuration NBOpenGL
(https://ci.inria.fr/pharo-contribution/job/NBOpenGL/) from jenkins
server.

>>
>> Cheers,
>> Alexandre
>>
>> --
>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>> Alexandre Bergel  http://www.bergel.eu
>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>
>>
>>
>>
>
>
>
> --
> Best regards,
> Igor Stasenko.



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Re: [Pharo-dev] SourceCity works

Igor Stasenko
In reply to this post by Igor Stasenko
On 8 June 2013 10:29, Stephan Eggermont <[hidden email]> wrote:
> Thank you Igor,
>
> This allowed me to successfully load, debug & run SourceCity on an 10.6.8 Mac.
>
i just updated the config, to fix an issue when using in 3.0 image,
which miss ShortPointArray.
(but it is used only by my demo)

> Steps taken:
>> just tried in latest 2.0 image.
>>
>> Pharo2.0
>> Latest update: #20606
>>
>> Gofer new
>>       smalltalkhubUser: 'PharoExtras' project: 'NBOpenGL';
>>       package: 'ConfigurationOfNBOpenGL';
>>       load.
>>
>> (ConfigurationOfNBOpenGL project version: '2.0') load
>>
>> GLTTRenderingDemo new openInWorld
>
> Load the individual SourceCity packages from smalltalkhub:
>
> SourceCity-Core
> SourceCity-Importer
> SourceCity-Layout
> SourceCity-Tools
>
> remove
>   display bindRenderBuffers
> from
> SourceCityGLVizualisationBuilder>fillRenderingList:pickingMode:
> SourceCityGLVizualisationRenderer>render
>
> see it work:
> SourceCity exampleRpackage
>
> Next step: fix code & configuration
>
> Stephan
>
>
>
> On 7 jun 2013, at 23:34, Igor Stasenko wrote:
>
>> On 7 June 2013 21:07, Alexandre Bergel <[hidden email]> wrote:
>>> Hi!
>>>
>>> I have installed NBOpenGL from http://smalltalkhub.com/#!/~PharoExtras/NBOpenGL
>>> I have loaded Version 2.0 using the configuration
>>>
>>> The method NBMacGlAPI>>glApiCall: fnSpec index: fnIndex attributes: attributes context: contextToRetry   refers to the class NBCallFailureHandler, which is not existing
>>>
>>> Apparently NBSTIvarLoader is also missing...
>>> I guess ConfigurationOfNBOpenGL is not loading everything...
>>> It would be nice to fix this.
>>
>> just tried in latest 2.0 image.
>>
>> Pharo2.0
>> Latest update: #20606
>>
>> Gofer new
>>       smalltalkhubUser: 'PharoExtras' project: 'NBOpenGL';
>>       package: 'ConfigurationOfNBOpenGL';
>>       load.
>>
>> (ConfigurationOfNBOpenGL project version: '2.0') load
>>
>> GLTTRenderingDemo new openInWorld
>>
>> everything loads and works.
>> (it takes 5 minutes to load though... )
>>
>>>
>>> Cheers,
>>> Alexandre
>>>
>>> --
>>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>>> Alexandre Bergel  http://www.bergel.eu
>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>>
>>>
>>>
>>>
>>
>>
>>
>> --
>> Best regards,
>> Igor Stasenko.
>> _______________________________________________
>> Moose-dev mailing list
>> [hidden email]
>> https://www.iam.unibe.ch/mailman/listinfo/moose-dev
>
>



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Igor Stasenko.
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Re: [Pharo-dev] SourceCity works

Stéphane Ducasse
thanks igor :)

>> Thank you Igor,
>>
>> This allowed me to successfully load, debug & run SourceCity on an 10.6.8 Mac.
>>
> i just updated the config, to fix an issue when using in 3.0 image,
> which miss ShortPointArray.
> (but it is used only by my demo)


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Re: [Pharo-dev] OpenGL: NBMacGlAPI missing?

abergel
In reply to this post by Igor Stasenko
I have downloaded the ready-to-use image from Jenkins and I have an error.
I have downloaded an empty 2.0 image and installed NBOpenGL and it works. Strange. Maybe some initialization are made that makes the image not cross-platform? Just suggesting...

Thanks Igor! Being able to do some 3d in Pharo is extremely important.

Alexandre


On Jun 7, 2013, at 2:34 PM, Igor Stasenko <[hidden email]> wrote:

> On 7 June 2013 21:07, Alexandre Bergel <[hidden email]> wrote:
>> Hi!
>>
>> I have installed NBOpenGL from http://smalltalkhub.com/#!/~PharoExtras/NBOpenGL
>> I have loaded Version 2.0 using the configuration
>>
>> The method NBMacGlAPI>>glApiCall: fnSpec index: fnIndex attributes: attributes context: contextToRetry   refers to the class NBCallFailureHandler, which is not existing
>>
>> Apparently NBSTIvarLoader is also missing...
>> I guess ConfigurationOfNBOpenGL is not loading everything...
>> It would be nice to fix this.
>
> just tried in latest 2.0 image.
>
> Pharo2.0
> Latest update: #20606
>
> Gofer new
> smalltalkhubUser: 'PharoExtras' project: 'NBOpenGL';
> package: 'ConfigurationOfNBOpenGL';
> load.
>
> (ConfigurationOfNBOpenGL project version: '2.0') load
>
> GLTTRenderingDemo new openInWorld
>
> everything loads and works.
> (it takes 5 minutes to load though... )
>
>>
>> Cheers,
>> Alexandre
>>
>> --
>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>> Alexandre Bergel  http://www.bergel.eu
>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>
>>
>>
>>
>
>
>
> --
> Best regards,
> Igor Stasenko.
> _______________________________________________
> Moose-dev mailing list
> [hidden email]
> https://www.iam.unibe.ch/mailman/listinfo/moose-dev

--
_,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
Alexandre Bergel  http://www.bergel.eu
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.




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Re: [Pharo-dev] SourceCity works

abergel
In reply to this post by Igor Stasenko
Yahoo!!! it works on my MacBookAir!!!!!

Alexandre


On Jun 8, 2013, at 7:16 AM, Igor Stasenko <[hidden email]> wrote:

> On 8 June 2013 10:29, Stephan Eggermont <[hidden email]> wrote:
>> Thank you Igor,
>>
>> This allowed me to successfully load, debug & run SourceCity on an 10.6.8 Mac.
>>
> i just updated the config, to fix an issue when using in 3.0 image,
> which miss ShortPointArray.
> (but it is used only by my demo)
>
>> Steps taken:
>>> just tried in latest 2.0 image.
>>>
>>> Pharo2.0
>>> Latest update: #20606
>>>
>>> Gofer new
>>>      smalltalkhubUser: 'PharoExtras' project: 'NBOpenGL';
>>>      package: 'ConfigurationOfNBOpenGL';
>>>      load.
>>>
>>> (ConfigurationOfNBOpenGL project version: '2.0') load
>>>
>>> GLTTRenderingDemo new openInWorld
>>
>> Load the individual SourceCity packages from smalltalkhub:
>>
>> SourceCity-Core
>> SourceCity-Importer
>> SourceCity-Layout
>> SourceCity-Tools
>>
>> remove
>>  display bindRenderBuffers
>> from
>> SourceCityGLVizualisationBuilder>fillRenderingList:pickingMode:
>> SourceCityGLVizualisationRenderer>render
>>
>> see it work:
>> SourceCity exampleRpackage
>>
>> Next step: fix code & configuration
>>
>> Stephan
>>
>>
>>
>> On 7 jun 2013, at 23:34, Igor Stasenko wrote:
>>
>>> On 7 June 2013 21:07, Alexandre Bergel <[hidden email]> wrote:
>>>> Hi!
>>>>
>>>> I have installed NBOpenGL from http://smalltalkhub.com/#!/~PharoExtras/NBOpenGL
>>>> I have loaded Version 2.0 using the configuration
>>>>
>>>> The method NBMacGlAPI>>glApiCall: fnSpec index: fnIndex attributes: attributes context: contextToRetry   refers to the class NBCallFailureHandler, which is not existing
>>>>
>>>> Apparently NBSTIvarLoader is also missing...
>>>> I guess ConfigurationOfNBOpenGL is not loading everything...
>>>> It would be nice to fix this.
>>>
>>> just tried in latest 2.0 image.
>>>
>>> Pharo2.0
>>> Latest update: #20606
>>>
>>> Gofer new
>>>      smalltalkhubUser: 'PharoExtras' project: 'NBOpenGL';
>>>      package: 'ConfigurationOfNBOpenGL';
>>>      load.
>>>
>>> (ConfigurationOfNBOpenGL project version: '2.0') load
>>>
>>> GLTTRenderingDemo new openInWorld
>>>
>>> everything loads and works.
>>> (it takes 5 minutes to load though... )
>>>
>>>>
>>>> Cheers,
>>>> Alexandre
>>>>
>>>> --
>>>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>>>> Alexandre Bergel  http://www.bergel.eu
>>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>>
>>> --
>>> Best regards,
>>> Igor Stasenko.
>>> _______________________________________________
>>> Moose-dev mailing list
>>> [hidden email]
>>> https://www.iam.unibe.ch/mailman/listinfo/moose-dev
>>
>>
>
>
>
> --
> Best regards,
> Igor Stasenko.
> _______________________________________________
> Moose-dev mailing list
> [hidden email]
> https://www.iam.unibe.ch/mailman/listinfo/moose-dev

--
_,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
Alexandre Bergel  http://www.bergel.eu
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.




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Re: [Pharo-dev] OpenGL: NBMacGlAPI missing?

Igor Stasenko
In reply to this post by abergel
On 9 June 2013 20:00, Alexandre Bergel <[hidden email]> wrote:
> I have downloaded the ready-to-use image from Jenkins and I have an error.

what error?

> I have downloaded an empty 2.0 image and installed NBOpenGL and it works. Strange. Maybe some initialization are made that makes the image not cross-platform? Just suggesting...
>

Just tried latest build:
https://ci.inria.fr/pharo-contribution/job/NBOpenGL/48/

both 2.0 and 3.0 images work without any errors.
(just don't run image without .sources file, because NB is sensitive to that)

> Thanks Igor! Being able to do some 3d in Pharo is extremely important.
>

I like that people trying to use things i made.
Concerning NBOpenGL, i repeating it again: this is not end-user
application, nor a 'framework' ready to use.
It is a pure bindings to OpenGL with some little code i made to make
own demo. And even if demo doesn't runs,
it doesn't means that whole bindings non-functional.
That means, to make things work for real, you have to make your hands dirty.
The bindings will stay as basic as it is, because it is 99.9%
automatically generated code,
from OpenGL specs.

So, for making real application, i would really discourage you from
using context initialization code
which is there, but instead write own, because the one which is there
has many hardcoded things
and subject to changes.

> Alexandre
>




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Re: [Pharo-dev] SourceCity works

abergel
In reply to this post by abergel
Hi Erwan and all,

Just to make a few things clear about Roassal 3d vs SourceCity.

We are currently working on Roassal 3d, which intends to be a nice layer at the top of NBOpenGL and NBXLib to easily create 3d scenes with cubes, lights, camera, interactions, zooming, translucent coloring, clicking/rotating/translating individual elements and so on. Everything that is good for Roassal is equally good for 3D Scene.

Having a city-like visualization will be one of our first objectives since (i) it is a compelling use of 3D and (ii) it is easy to implement (at least the bases).  We started to work on a CityBuilder, to easily create cities from objects and provided metrics. Ideally, it would be great to have SourceCity based on our effort. Not now since we have just started Roassal 3D, but on some point we should merge (this is similar in the 2d World with Mondrian and EyeSee moving from plain Morphic to Roassal).

Our objective is to offer a great 3d framework to make a truly flying SourceCity.
Does this make sense to you?

Cheers,
Alexandre



On Jul 4, 2013, at 10:47 AM, Erwan Douaille <[hidden email]> wrote:

> https://ci.inria.fr/pharo-contribution/job/SourceCity/
>
> done
>
>
> 2013/7/4 Camillo Bruni <[hidden email]>
>
> On 2013-07-04, at 15:35, Erwan Douaille <[hidden email]> wrote:
>
> > I updated the ConfigurationOfSourceCity.
> >
> > Gofer new
> > smalltalkhubUser: 'ErwanDouaille' project: 'SourceCity';
> > configuration;
> > load.
> > ConfigurationOfSourceCity loadBleedingEdge
>
> would it make sense to make a jenkins job for this?
>
>
>
>
> --
> Best regards,
>
> Douaille Erwan <[hidden email]>

--
_,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
Alexandre Bergel  http://www.bergel.eu
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.




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Re: [Pharo-dev] SourceCity works

Tudor Girba-2
+1

Doru

On Jul 4, 2013, at 6:23 PM, Alexandre Bergel <[hidden email]> wrote:

> Hi Erwan and all,
>
> Just to make a few things clear about Roassal 3d vs SourceCity.
>
> We are currently working on Roassal 3d, which intends to be a nice layer at the top of NBOpenGL and NBXLib to easily create 3d scenes with cubes, lights, camera, interactions, zooming, translucent coloring, clicking/rotating/translating individual elements and so on. Everything that is good for Roassal is equally good for 3D Scene.
>
> Having a city-like visualization will be one of our first objectives since (i) it is a compelling use of 3D and (ii) it is easy to implement (at least the bases).  We started to work on a CityBuilder, to easily create cities from objects and provided metrics. Ideally, it would be great to have SourceCity based on our effort. Not now since we have just started Roassal 3D, but on some point we should merge (this is similar in the 2d World with Mondrian and EyeSee moving from plain Morphic to Roassal).
>
> Our objective is to offer a great 3d framework to make a truly flying SourceCity.
> Does this make sense to you?
>
> Cheers,
> Alexandre
>
>
>
> On Jul 4, 2013, at 10:47 AM, Erwan Douaille <[hidden email]> wrote:
>
>> https://ci.inria.fr/pharo-contribution/job/SourceCity/
>>
>> done
>>
>>
>> 2013/7/4 Camillo Bruni <[hidden email]>
>>
>> On 2013-07-04, at 15:35, Erwan Douaille <[hidden email]> wrote:
>>
>>> I updated the ConfigurationOfSourceCity.
>>>
>>> Gofer new
>>> smalltalkhubUser: 'ErwanDouaille' project: 'SourceCity';
>>> configuration;
>>> load.
>>> ConfigurationOfSourceCity loadBleedingEdge
>>
>> would it make sense to make a jenkins job for this?
>>
>>
>>
>>
>> --
>> Best regards,
>>
>> Douaille Erwan <[hidden email]>
>
> --
> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
> Alexandre Bergel  http://www.bergel.eu
> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>
>
>
>

--
www.tudorgirba.com

"Live like you mean it."


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Re: [Pharo-dev] SourceCity works

Stéphane Ducasse
In reply to this post by abergel
cool!

Now pay attention that if you do not invest in the NBOpenGL layer to understand it and make it better
you will get frustrated and igor cannot spend time on it.

Stef

On Jul 4, 2013, at 6:23 PM, Alexandre Bergel <[hidden email]> wrote:

> Hi Erwan and all,
>
> Just to make a few things clear about Roassal 3d vs SourceCity.
>
> We are currently working on Roassal 3d, which intends to be a nice layer at the top of NBOpenGL and NBXLib to easily create 3d scenes with cubes, lights, camera, interactions, zooming, translucent coloring, clicking/rotating/translating individual elements and so on. Everything that is good for Roassal is equally good for 3D Scene.
>
> Having a city-like visualization will be one of our first objectives since (i) it is a compelling use of 3D and (ii) it is easy to implement (at least the bases).  We started to work on a CityBuilder, to easily create cities from objects and provided metrics. Ideally, it would be great to have SourceCity based on our effort. Not now since we have just started Roassal 3D, but on some point we should merge (this is similar in the 2d World with Mondrian and EyeSee moving from plain Morphic to Roassal).
>
> Our objective is to offer a great 3d framework to make a truly flying SourceCity.
> Does this make sense to you?
>
> Cheers,
> Alexandre
>
>
>
> On Jul 4, 2013, at 10:47 AM, Erwan Douaille <[hidden email]> wrote:
>
>> https://ci.inria.fr/pharo-contribution/job/SourceCity/
>>
>> done
>>
>>
>> 2013/7/4 Camillo Bruni <[hidden email]>
>>
>> On 2013-07-04, at 15:35, Erwan Douaille <[hidden email]> wrote:
>>
>>> I updated the ConfigurationOfSourceCity.
>>>
>>> Gofer new
>>> smalltalkhubUser: 'ErwanDouaille' project: 'SourceCity';
>>> configuration;
>>> load.
>>> ConfigurationOfSourceCity loadBleedingEdge
>>
>> would it make sense to make a jenkins job for this?
>>
>>
>>
>>
>> --
>> Best regards,
>>
>> Douaille Erwan <[hidden email]>
>
> --
> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
> Alexandre Bergel  http://www.bergel.eu
> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>
>
>
>


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Re: [Pharo-dev] SourceCity works

abergel
Yes, we are aware of it. We are very fortunate that Ronie is expert in OpenGl and low level stuff. Improving NBOpenGL will definitely be part of our effort.

Alexandre

Le 06-07-2013 à 4:59, Stéphane Ducasse <[hidden email]> a écrit :

> cool!
>
> Now pay attention that if you do not invest in the NBOpenGL layer to understand it and make it better
> you will get frustrated and igor cannot spend time on it.
>
> Stef
>
> On Jul 4, 2013, at 6:23 PM, Alexandre Bergel <[hidden email]> wrote:
>
>> Hi Erwan and all,
>>
>> Just to make a few things clear about Roassal 3d vs SourceCity.
>>
>> We are currently working on Roassal 3d, which intends to be a nice layer at the top of NBOpenGL and NBXLib to easily create 3d scenes with cubes, lights, camera, interactions, zooming, translucent coloring, clicking/rotating/translating individual elements and so on. Everything that is good for Roassal is equally good for 3D Scene.
>>
>> Having a city-like visualization will be one of our first objectives since (i) it is a compelling use of 3D and (ii) it is easy to implement (at least the bases).  We started to work on a CityBuilder, to easily create cities from objects and provided metrics. Ideally, it would be great to have SourceCity based on our effort. Not now since we have just started Roassal 3D, but on some point we should merge (this is similar in the 2d World with Mondrian and EyeSee moving from plain Morphic to Roassal).
>>
>> Our objective is to offer a great 3d framework to make a truly flying SourceCity.
>> Does this make sense to you?
>>
>> Cheers,
>> Alexandre
>>
>>
>>
>> On Jul 4, 2013, at 10:47 AM, Erwan Douaille <[hidden email]> wrote:
>>
>>> https://ci.inria.fr/pharo-contribution/job/SourceCity/
>>>
>>> done
>>>
>>>
>>> 2013/7/4 Camillo Bruni <[hidden email]>
>>>
>>> On 2013-07-04, at 15:35, Erwan Douaille <[hidden email]> wrote:
>>>
>>>> I updated the ConfigurationOfSourceCity.
>>>>
>>>> Gofer new
>>>> smalltalkhubUser: 'ErwanDouaille' project: 'SourceCity';
>>>> configuration;
>>>> load.
>>>> ConfigurationOfSourceCity loadBleedingEdge
>>>
>>> would it make sense to make a jenkins job for this?
>>>
>>>
>>>
>>>
>>> --
>>> Best regards,
>>>
>>> Douaille Erwan <[hidden email]>
>>
>> --
>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>> Alexandre Bergel  http://www.bergel.eu
>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>
>

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Re: [Pharo-dev] SourceCity works

Stéphane Ducasse

On Jul 6, 2013, at 6:04 PM, Alexandre Bergel <[hidden email]> wrote:

> Yes, we are aware of it. We are very fortunate that Ronie is expert in OpenGl and low level stuff. Improving NBOpenGL will definitely be part of our effort.

ok because I think that this is important to build a nice model (as athens did it for the 2d) over the C apis of openGL.
Did he check lumiere?

Stef

>
> Alexandre
>
> Le 06-07-2013 à 4:59, Stéphane Ducasse <[hidden email]> a écrit :
>
>> cool!
>>
>> Now pay attention that if you do not invest in the NBOpenGL layer to understand it and make it better
>> you will get frustrated and igor cannot spend time on it.
>>
>> Stef
>>
>> On Jul 4, 2013, at 6:23 PM, Alexandre Bergel <[hidden email]> wrote:
>>
>>> Hi Erwan and all,
>>>
>>> Just to make a few things clear about Roassal 3d vs SourceCity.
>>>
>>> We are currently working on Roassal 3d, which intends to be a nice layer at the top of NBOpenGL and NBXLib to easily create 3d scenes with cubes, lights, camera, interactions, zooming, translucent coloring, clicking/rotating/translating individual elements and so on. Everything that is good for Roassal is equally good for 3D Scene.
>>>
>>> Having a city-like visualization will be one of our first objectives since (i) it is a compelling use of 3D and (ii) it is easy to implement (at least the bases).  We started to work on a CityBuilder, to easily create cities from objects and provided metrics. Ideally, it would be great to have SourceCity based on our effort. Not now since we have just started Roassal 3D, but on some point we should merge (this is similar in the 2d World with Mondrian and EyeSee moving from plain Morphic to Roassal).
>>>
>>> Our objective is to offer a great 3d framework to make a truly flying SourceCity.
>>> Does this make sense to you?
>>>
>>> Cheers,
>>> Alexandre
>>>
>>>
>>>
>>> On Jul 4, 2013, at 10:47 AM, Erwan Douaille <[hidden email]> wrote:
>>>
>>>> https://ci.inria.fr/pharo-contribution/job/SourceCity/
>>>>
>>>> done
>>>>
>>>>
>>>> 2013/7/4 Camillo Bruni <[hidden email]>
>>>>
>>>> On 2013-07-04, at 15:35, Erwan Douaille <[hidden email]> wrote:
>>>>
>>>>> I updated the ConfigurationOfSourceCity.
>>>>>
>>>>> Gofer new
>>>>> smalltalkhubUser: 'ErwanDouaille' project: 'SourceCity';
>>>>> configuration;
>>>>> load.
>>>>> ConfigurationOfSourceCity loadBleedingEdge
>>>>
>>>> would it make sense to make a jenkins job for this?
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Best regards,
>>>>
>>>> Douaille Erwan <[hidden email]>
>>>
>>> --
>>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>>> Alexandre Bergel  http://www.bergel.eu
>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>
>>
>
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Re: [Pharo-dev] SourceCity works

Richard Wettel-3
In reply to this post by abergel
Hi guys,

it's really cool to see so much 3D stuff these days.
I am also working on reimplementing CodeCity, this time in Pharo.
So far I have played with NBOpenGL and it really requires you to know your OpenGL.
It's good that you have Ronie working on it.
But, as Stef pointed out, investing in a usable API is vital.
I am also interested in having a decent API, like the one that Jun provided for VisualWorks.
So, who knows? Depending on the progress of each of the parties, I may end up using the API of Roassal 3d to reimplement CodeCity :)
If I can give a hand in my limited spare time, just let me know.

Cheers
Ricky


On Jul 6, 2013, at 6:04 PM, Alexandre Bergel wrote:

> Yes, we are aware of it. We are very fortunate that Ronie is expert in OpenGl and low level stuff. Improving NBOpenGL will definitely be part of our effort.
>
> Alexandre
>
> Le 06-07-2013 à 4:59, Stéphane Ducasse <[hidden email]> a écrit :
>
>> cool!
>>
>> Now pay attention that if you do not invest in the NBOpenGL layer to understand it and make it better
>> you will get frustrated and igor cannot spend time on it.
>>
>> Stef
>>
>> On Jul 4, 2013, at 6:23 PM, Alexandre Bergel <[hidden email]> wrote:
>>
>>> Hi Erwan and all,
>>>
>>> Just to make a few things clear about Roassal 3d vs SourceCity.
>>>
>>> We are currently working on Roassal 3d, which intends to be a nice layer at the top of NBOpenGL and NBXLib to easily create 3d scenes with cubes, lights, camera, interactions, zooming, translucent coloring, clicking/rotating/translating individual elements and so on. Everything that is good for Roassal is equally good for 3D Scene.
>>>
>>> Having a city-like visualization will be one of our first objectives since (i) it is a compelling use of 3D and (ii) it is easy to implement (at least the bases).  We started to work on a CityBuilder, to easily create cities from objects and provided metrics. Ideally, it would be great to have SourceCity based on our effort. Not now since we have just started Roassal 3D, but on some point we should merge (this is similar in the 2d World with Mondrian and EyeSee moving from plain Morphic to Roassal).
>>>
>>> Our objective is to offer a great 3d framework to make a truly flying SourceCity.
>>> Does this make sense to you?
>>>
>>> Cheers,
>>> Alexandre
>>>
>>>
>>>
>>> On Jul 4, 2013, at 10:47 AM, Erwan Douaille <[hidden email]> wrote:
>>>
>>>> https://ci.inria.fr/pharo-contribution/job/SourceCity/
>>>>
>>>> done
>>>>
>>>>
>>>> 2013/7/4 Camillo Bruni <[hidden email]>
>>>>
>>>> On 2013-07-04, at 15:35, Erwan Douaille <[hidden email]> wrote:
>>>>
>>>>> I updated the ConfigurationOfSourceCity.
>>>>>
>>>>> Gofer new
>>>>> smalltalkhubUser: 'ErwanDouaille' project: 'SourceCity';
>>>>> configuration;
>>>>> load.
>>>>> ConfigurationOfSourceCity loadBleedingEdge
>>>>
>>>> would it make sense to make a jenkins job for this?
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Best regards,
>>>>
>>>> Douaille Erwan <[hidden email]>
>>>
>>> --
>>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>>> Alexandre Bergel  http://www.bergel.eu
>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>
>>
>
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Re: [Pharo-dev] SourceCity works

Stéphane Ducasse
Hi richie

Excellent!!!
BTW there is lumiere that could be interesting to look at now.

Stef

> Hi guys,
>
> it's really cool to see so much 3D stuff these days.
> I am also working on reimplementing CodeCity, this time in Pharo.
> So far I have played with NBOpenGL and it really requires you to know your OpenGL.
> It's good that you have Ronie working on it.
> But, as Stef pointed out, investing in a usable API is vital.
> I am also interested in having a decent API, like the one that Jun provided for VisualWorks.
> So, who knows? Depending on the progress of each of the parties, I may end up using the API of Roassal 3d to reimplement CodeCity :)
> If I can give a hand in my limited spare time, just let me know.
>
> Cheers
> Ricky
>
>
> On Jul 6, 2013, at 6:04 PM, Alexandre Bergel wrote:
>
>> Yes, we are aware of it. We are very fortunate that Ronie is expert in OpenGl and low level stuff. Improving NBOpenGL will definitely be part of our effort.
>>
>> Alexandre
>>
>> Le 06-07-2013 à 4:59, Stéphane Ducasse <[hidden email]> a écrit :
>>
>>> cool!
>>>
>>> Now pay attention that if you do not invest in the NBOpenGL layer to understand it and make it better
>>> you will get frustrated and igor cannot spend time on it.
>>>
>>> Stef
>>>
>>> On Jul 4, 2013, at 6:23 PM, Alexandre Bergel <[hidden email]> wrote:
>>>
>>>> Hi Erwan and all,
>>>>
>>>> Just to make a few things clear about Roassal 3d vs SourceCity.
>>>>
>>>> We are currently working on Roassal 3d, which intends to be a nice layer at the top of NBOpenGL and NBXLib to easily create 3d scenes with cubes, lights, camera, interactions, zooming, translucent coloring, clicking/rotating/translating individual elements and so on. Everything that is good for Roassal is equally good for 3D Scene.
>>>>
>>>> Having a city-like visualization will be one of our first objectives since (i) it is a compelling use of 3D and (ii) it is easy to implement (at least the bases).  We started to work on a CityBuilder, to easily create cities from objects and provided metrics. Ideally, it would be great to have SourceCity based on our effort. Not now since we have just started Roassal 3D, but on some point we should merge (this is similar in the 2d World with Mondrian and EyeSee moving from plain Morphic to Roassal).
>>>>
>>>> Our objective is to offer a great 3d framework to make a truly flying SourceCity.
>>>> Does this make sense to you?
>>>>
>>>> Cheers,
>>>> Alexandre
>>>>
>>>>
>>>>
>>>> On Jul 4, 2013, at 10:47 AM, Erwan Douaille <[hidden email]> wrote:
>>>>
>>>>> https://ci.inria.fr/pharo-contribution/job/SourceCity/
>>>>>
>>>>> done
>>>>>
>>>>>
>>>>> 2013/7/4 Camillo Bruni <[hidden email]>
>>>>>
>>>>> On 2013-07-04, at 15:35, Erwan Douaille <[hidden email]> wrote:
>>>>>
>>>>>> I updated the ConfigurationOfSourceCity.
>>>>>>
>>>>>> Gofer new
>>>>>> smalltalkhubUser: 'ErwanDouaille' project: 'SourceCity';
>>>>>> configuration;
>>>>>> load.
>>>>>> ConfigurationOfSourceCity loadBleedingEdge
>>>>>
>>>>> would it make sense to make a jenkins job for this?
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Best regards,
>>>>>
>>>>> Douaille Erwan <[hidden email]>
>>>>
>>>> --
>>>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>>>> Alexandre Bergel  http://www.bergel.eu
>>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>>
>>>
>>
>> _______________________________________________
>> Moose-dev mailing list
>> [hidden email]
>> https://www.iam.unibe.ch/mailman/listinfo/moose-dev
>
>
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Re: [Pharo-dev] SourceCity works

Igor Stasenko
In reply to this post by abergel
On 6 July 2013 18:04, Alexandre Bergel <[hidden email]> wrote:
> Yes, we are aware of it. We are very fortunate that Ronie is expert in OpenGl and low level stuff. Improving NBOpenGL will definitely be part of our effort.
>

Any help with improving it is welcome.
Let me know if you need a commit rights to project repo.

> Alexandre
>
> Le 06-07-2013 à 4:59, Stéphane Ducasse <[hidden email]> a écrit :
>
>> cool!
>>
>> Now pay attention that if you do not invest in the NBOpenGL layer to understand it and make it better
>> you will get frustrated and igor cannot spend time on it.
>>
>> Stef
>>
>> On Jul 4, 2013, at 6:23 PM, Alexandre Bergel <[hidden email]> wrote:
>>
>>> Hi Erwan and all,
>>>
>>> Just to make a few things clear about Roassal 3d vs SourceCity.
>>>
>>> We are currently working on Roassal 3d, which intends to be a nice layer at the top of NBOpenGL and NBXLib to easily create 3d scenes with cubes, lights, camera, interactions, zooming, translucent coloring, clicking/rotating/translating individual elements and so on. Everything that is good for Roassal is equally good for 3D Scene.
>>>
>>> Having a city-like visualization will be one of our first objectives since (i) it is a compelling use of 3D and (ii) it is easy to implement (at least the bases).  We started to work on a CityBuilder, to easily create cities from objects and provided metrics. Ideally, it would be great to have SourceCity based on our effort. Not now since we have just started Roassal 3D, but on some point we should merge (this is similar in the 2d World with Mondrian and EyeSee moving from plain Morphic to Roassal).
>>>
>>> Our objective is to offer a great 3d framework to make a truly flying SourceCity.
>>> Does this make sense to you?
>>>
>>> Cheers,
>>> Alexandre
>>>
>>>
>>>
>>> On Jul 4, 2013, at 10:47 AM, Erwan Douaille <[hidden email]> wrote:
>>>
>>>> https://ci.inria.fr/pharo-contribution/job/SourceCity/
>>>>
>>>> done
>>>>
>>>>
>>>> 2013/7/4 Camillo Bruni <[hidden email]>
>>>>
>>>> On 2013-07-04, at 15:35, Erwan Douaille <[hidden email]> wrote:
>>>>
>>>>> I updated the ConfigurationOfSourceCity.
>>>>>
>>>>> Gofer new
>>>>> smalltalkhubUser: 'ErwanDouaille' project: 'SourceCity';
>>>>> configuration;
>>>>> load.
>>>>> ConfigurationOfSourceCity loadBleedingEdge
>>>>
>>>> would it make sense to make a jenkins job for this?
>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Best regards,
>>>>
>>>> Douaille Erwan <[hidden email]>
>>>
>>> --
>>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>>> Alexandre Bergel  http://www.bergel.eu
>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>
>>
>



--
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Igor Stasenko.

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Re: [Pharo-dev] SourceCity works

abergel
>> Yes, we are aware of it. We are very fortunate that Ronie is expert in OpenGl and low level stuff. Improving NBOpenGL will definitely be part of our effort.
>>
>
> Any help with improving it is welcome.
> Let me know if you need a commit rights to project repo.

Thanks! We will need the access, but not right now. We are still learning the system...

Alexandre

>>
>> Le 06-07-2013 à 4:59, Stéphane Ducasse <[hidden email]> a écrit :
>>
>>> cool!
>>>
>>> Now pay attention that if you do not invest in the NBOpenGL layer to understand it and make it better
>>> you will get frustrated and igor cannot spend time on it.
>>>
>>> Stef
>>>
>>> On Jul 4, 2013, at 6:23 PM, Alexandre Bergel <[hidden email]> wrote:
>>>
>>>> Hi Erwan and all,
>>>>
>>>> Just to make a few things clear about Roassal 3d vs SourceCity.
>>>>
>>>> We are currently working on Roassal 3d, which intends to be a nice layer at the top of NBOpenGL and NBXLib to easily create 3d scenes with cubes, lights, camera, interactions, zooming, translucent coloring, clicking/rotating/translating individual elements and so on. Everything that is good for Roassal is equally good for 3D Scene.
>>>>
>>>> Having a city-like visualization will be one of our first objectives since (i) it is a compelling use of 3D and (ii) it is easy to implement (at least the bases).  We started to work on a CityBuilder, to easily create cities from objects and provided metrics. Ideally, it would be great to have SourceCity based on our effort. Not now since we have just started Roassal 3D, but on some point we should merge (this is similar in the 2d World with Mondrian and EyeSee moving from plain Morphic to Roassal).
>>>>
>>>> Our objective is to offer a great 3d framework to make a truly flying SourceCity.
>>>> Does this make sense to you?
>>>>
>>>> Cheers,
>>>> Alexandre
>>>>
>>>>
>>>>
>>>> On Jul 4, 2013, at 10:47 AM, Erwan Douaille <[hidden email]> wrote:
>>>>
>>>>> https://ci.inria.fr/pharo-contribution/job/SourceCity/
>>>>>
>>>>> done
>>>>>
>>>>>
>>>>> 2013/7/4 Camillo Bruni <[hidden email]>
>>>>>
>>>>> On 2013-07-04, at 15:35, Erwan Douaille <[hidden email]> wrote:
>>>>>
>>>>>> I updated the ConfigurationOfSourceCity.
>>>>>>
>>>>>> Gofer new
>>>>>> smalltalkhubUser: 'ErwanDouaille' project: 'SourceCity';
>>>>>> configuration;
>>>>>> load.
>>>>>> ConfigurationOfSourceCity loadBleedingEdge
>>>>>
>>>>> would it make sense to make a jenkins job for this?
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Best regards,
>>>>>
>>>>> Douaille Erwan <[hidden email]>
>>>>
>>>> --
>>>> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
>>>> Alexandre Bergel  http://www.bergel.eu
>>>> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>>>
>>>
>>
>
>
>
> --
> Best regards,
> Igor Stasenko.
>
> _______________________________________________
> Moose-dev mailing list
> [hidden email]
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--
_,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
Alexandre Bergel  http://www.bergel.eu
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.




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Re: [Pharo-dev] SourceCity works

Erwan Douaille
In reply to this post by abergel
Hi (few days later)


2013/7/4 Alexandre Bergel <[hidden email]>
Hi Erwan and all, 
 
Just to make a few things clear about Roassal 3d vs SourceCity.


There is no vs, i just wanted to know the goal and which difference there is between them. 
Now let's see how it will grow up, with new 3D stuff ;)

We are currently working on Roassal 3d, which intends to be a nice layer at the top of NBOpenGL and NBXLib to easily create 3d scenes with cubes, lights, camera, interactions, zooming, translucent coloring, clicking/rotating/translating individual elements and so on. Everything that is good for Roassal is equally good for 3D Scene.
Having a city-like visualization will be one of our first objectives since (i) it is a compelling use of 3D and (ii) it is easy to implement (at least the bases).  We started to work on a CityBuilder, to easily create cities from objects and provided metrics. Ideally, it would be great to have SourceCity based on our effort. Not now since we have just started Roassal 3D, but on some point we should merge (this is similar in the 2d World with Mondrian and EyeSee moving from plain Morphic to Roassal).

Our objective is to offer a great 3d framework to make a truly flying SourceCity.
Does this make sense to you?

Cheers,
Alexandre



On Jul 4, 2013, at 10:47 AM, Erwan Douaille <[hidden email]> wrote:

> https://ci.inria.fr/pharo-contribution/job/SourceCity/
>
> done
>
>
> 2013/7/4 Camillo Bruni <[hidden email]>
>
> On 2013-07-04, at 15:35, Erwan Douaille <[hidden email]> wrote:
>
> > I updated the ConfigurationOfSourceCity.
> >
> > Gofer new
> > smalltalkhubUser: 'ErwanDouaille' project: 'SourceCity';
> > configuration;
> > load.
> > ConfigurationOfSourceCity loadBleedingEdge
>
> would it make sense to make a jenkins job for this?
>
>
>
>
> --
> Best regards,
>
> Douaille Erwan <[hidden email]>

--
_,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
Alexandre Bergel  http://www.bergel.eu
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.







--
Best regards,

Douaille Erwan <[hidden email]>

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