Re: [Pharo-project] ANN: OpenGL + NativeBoost + Mac ==> success

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Re: [Pharo-project] ANN: OpenGL + NativeBoost + Mac ==> success

LawsonEnglish
OK, I've got NB and NBOpenGL isntalled on my Mac.

Very slick! I'm doing a video on how to install it for my tutorial series.

However, many things pop up as I experiment.

If I attempt to create more than one instance of the demo I sometimes
get errors. If the instances create without error, then resizing one
window will resize the drawing a the other, even though they are still
drawing different images. Regardless, very slick and smooth. I hope that
this becomes an extremely popular package for both Pharo and Squeak and
eventually will let us use OpenGL as the main drawing engine at the
lowest level (or other 3D engines as they become available).

test := GLTTRenderingDemo new openInWorld.
test1 := GLTTRenderingDemo new openInWorld.

Lawson

On 1/20/12 11:52 AM, Igor Stasenko wrote:

> Today i'm happy to announce that i can run my 2 years-old demo which i
> did when created NBOpenGL bindings first on Windows,
> working without ANY changes in code on Mac.
>
> The main hurdle with adding MacOsx support was that it is largely
> unknown platform to me , and there are 3 different ways to get there,
> namely CGL, Carbon and Cocoa.
> Fortunately CGL approach worked well, despite its a bit limited (you
> cannot create a windowed context, only fullscreen or offscreen one).
> But since i am using FBO's , it doesn't really matters.
> Of course it may make difference for people who want to use GL in
> different setup.
>

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