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HP Pavillion dv6z Quad Ed Win 7 64 bit VW7.9 64 bit Launch virgin image. Click/System/Parcel Manager/ Load OpenGL-Lessons Doit OpenGL.Lessons.Lesson00RenderContext new demo and I get exception below. Thanks in advance, Aik-Siong Koh Unhandled exception: External access failed WGL.WGLInterface(ExternalInterface)>>externalAccessFailedWith: WGL.RenderContextWin32Pixmap>>initializeHDC WGL.RenderContextWin32Pixmap(WGL.RenderContextWin32)>>initializeContext WGL.RenderContextWin32Pixmap(OpenGL.RenderContext)>>initialize: WGL.RenderContextWin32Pixmap(WGL.RenderContextWin32)>>initialize: OpenGL.RenderContext class>>on: OpenGL.Lessons.Lesson00RenderContext>>demo OpenGL.Lessons.Lesson00RenderContext class>>unboundMethod OpenGL.Lessons.Lesson00RenderContext class(Object)>>performMethod:arguments: OpenGL.Lessons.Lesson00RenderContext class(Object)>>performMethod: TextEditorController>>evaluateCompiled: optimized [] in TextEditorController>>evaluateSelection BlockClosure>>ensure: Cursor>>showWhile: TextEditorController>>evaluateSelection optimized [] in TextEditorController>>doIt BlockClosure>>on:do: TextEditorController>>doIt Refactory.Browser.BrowserCommentTool(Refactory.Browser.BrowserTextTool)>>doIt Refactory.Browser.RBCommand>>perform:on: Refactory.Browser.RBCommand>>performWith: Refactory.Browser.BrowserCommentTool(Refactory.Browser.BrowserApplicationModel)>>performAction: Refactory.Browser.BrowserCommentTool(Refactory.Browser.BrowserApplicationModel)>>action: optimized [] in Refactory.Browser.BrowserApplicationModel>>createActionMenuItemFrom: TextEditorController>>dispatchBlockClosure: TextEditorController>>dispatchMenuSelection: TextEditorController(ControllerWithMenu)>>processMenu:at:centered: TextEditorController(ControllerWithMenu)>>processMenuAt:centered: TextEditorController(ControllerWithMenu)>>yellowButtonPressedEvent: TextEditorController>>yellowButtonPressedEvent: YellowButtonPressedEvent>>dispatchTo: TextEditorController(ControllerWithMenu)>>handleEvent: EventDispatcher>>dispatch:to: EventDispatcher>>dispatchEvent: YellowButtonPressedEvent(Event)>>dispatch YellowButtonPressedEvent(Event)>>dispatchForWindowManager: optimized [] in WindowManager>>safelyDispatchForWindowManager: BlockClosure>>on:do: WindowManager>>safelyDispatchForWindowManager: WindowManager>>processNextEvent optimized [] in [] in WindowManager>>newProcess BlockClosure>>on:do: optimized [] in WindowManager>>newProcess BlockClosure>>on:do: optimized [] in Process class>>forBlock:priority: ---------------------------------------------------------------------- WGL.WGLInterface(ExternalInterface)>>externalAccessFailedWith: Receiver: a WGL.WGLInterface Arguments: errorCode = 298 Temporaries: errorString = nil Context PC = 44 ---------------------------------------------------------------------- WGL.RenderContextWin32Pixmap>>initializeHDC Receiver: a WGL.RenderContextWin32Pixmap Instance Variables: interface = nil view = a Pixmap vendor = nil renderer = nil version = nil program = nil textures = nil texturesHistory = nil extensions = nil xif = a WGL.WGLInterface hdc = 1610682326 hglrc = nil old_hdc = nil old_hglrc = nil Temporaries: hBitmap = 0 success = 0 Context PC = 27 ---------------------------------------------------------------------- WGL.RenderContextWin32Pixmap(WGL.RenderContextWin32)>>initializeContext Receiver: a WGL.RenderContextWin32Pixmap Instance Variables: interface = nil view = a Pixmap vendor = nil renderer = nil version = nil program = nil textures = nil texturesHistory = nil extensions = nil xif = a WGL.WGLInterface hdc = 1610682326 hglrc = nil old_hdc = nil old_hglrc = nil Context PC = 4 ---------------------------------------------------------------------- WGL.RenderContextWin32Pixmap(OpenGL.RenderContext)>>initialize: Receiver: a WGL.RenderContextWin32Pixmap Instance Variables: interface = nil view = a Pixmap vendor = nil renderer = nil version = nil program = nil textures = nil texturesHistory = nil extensions = nil xif = a WGL.WGLInterface hdc = 1610682326 hglrc = nil old_hdc = nil old_hglrc = nil Arguments: aView = a Pixmap Context PC = 6 ---------------------------------------------------------------------- WGL.RenderContextWin32Pixmap(WGL.RenderContextWin32)>>initialize: Receiver: a WGL.RenderContextWin32Pixmap Instance Variables: interface = nil view = a Pixmap vendor = nil renderer = nil version = nil program = nil textures = nil texturesHistory = nil extensions = nil xif = a WGL.WGLInterface hdc = 1610682326 hglrc = nil old_hdc = nil old_hglrc = nil Arguments: aView = a Pixmap Context PC = 10 ---------------------------------------------------------------------- OpenGL.RenderContext class>>on: Receiver: a OpenGL.RenderContext class Instance Variables: superclass = Object methodDict = a MethodDictionary[24] format = 16393 subclasses = an Array[3] instanceVariables = an Array[9] organization = ('accessing' #bounds #extensions #program #program: #renderer #vendor #version #view) ('private' #activateContext #assignTextureUnitTo: #deactivateContext #leastUsedTextureUnit #resetProgram #resetTextures) ('initialize-release' #initialize: #initializeContext #initializeInterface #initializeParameters #on:) ('api' #activate #deactivate #flush #resize #whileCurrentDo:) name = #RenderContext classPool = a NameSpaceOfClass[1] environment = a NameSpace[34] Arguments: aView = a Pixmap Context PC = 8 ---------------------------------------------------------------------- OpenGL.Lessons.Lesson00RenderContext>>demo Receiver: a OpenGL.Lessons.Lesson00RenderContext Instance Variables: isRunning = nil window = a ScheduledWindow nil context = a WGL.RenderContextWin32Image renderJob = nil resizeJob = nil idleJob = nil Temporaries: pixmap = a Pixmap image = Depth32Image(extent: 1 @ 1 depth: 32) Context PC = 69 ---------------------------------------------------------------------- OpenGL.Lessons.Lesson00RenderContext class>>unboundMethod Receiver: a OpenGL.Lessons.Lesson00RenderContext class Instance Variables: superclass = OpenGL.Lessons.Lesson methodDict = a MethodDictionary[1] format = 16390 subclasses = nil instanceVariables = an Array[0] organization = ('rendering' #demo) name = #Lesson00RenderContext classPool = a NameSpaceOfClass[0] environment = a NameSpace[24] Context PC = 4 ---------------------------------------------------------------------- OpenGL.Lessons.Lesson00RenderContext class(Object)>>performMethod:arguments: Receiver: a OpenGL.Lessons.Lesson00RenderContext class Instance Variables: superclass = OpenGL.Lessons.Lesson methodDict = a MethodDictionary[1] format = 16390 subclasses = nil instanceVariables = an Array[0] organization = ('rendering' #demo) name = #Lesson00RenderContext classPool = a NameSpaceOfClass[0] environment = a NameSpace[24] Arguments: method = AnnotatedMethod OpenGL.Lessons.Lesson00RenderContext class>>unboundMethod args = an Array[0] Context PC = 5 ---------------------------------------------------------------------- OpenGL.Lessons.Lesson00RenderContext class(Object)>>performMethod: Receiver: a OpenGL.Lessons.Lesson00RenderContext class Instance Variables: superclass = OpenGL.Lessons.Lesson methodDict = a MethodDictionary[1] format = 16390 subclasses = nil instanceVariables = an Array[0] organization = ('rendering' #demo) name = #Lesson00RenderContext classPool = a NameSpaceOfClass[0] environment = a NameSpace[24] Arguments: method = AnnotatedMethod OpenGL.Lessons.Lesson00RenderContext class>>unboundMethod Context PC = 5 ---------------------------------------------------------------------- TextEditorController>>evaluateCompiled: Receiver: a TextEditorController Instance Variables: model = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' view = a TextEditorView menuHolder = a Menu performer = a Refactory.Browser.BrowserCommentTool beginTypeInIndex = nil anchorIndex = 502 emphasisHere = nil dispatchTable = nil charComposer = a CharacterComposer textHasChanged = false feelPolicy = nil supportCodeEditingFeels = true localMenuItems = an Array[21] extendingDown = true keyboardHook = nil readOnly = false accepted = true autoAccept = false continuousAccept = false tabMeansNextField = true tabRequiresControl = true dispatcher = an UIDispatcher selectable = true maxChars = nil nextUndoBlock = BlockClosure [] in TextEditorController>>initialize currentUndo = a TextUndo nil Arguments: aMethod = AnnotatedMethod OpenGL.Lessons.Lesson00RenderContext class>>unboundMethod Temporaries: context = nil Context PC = 13 ---------------------------------------------------------------------- optimized [] in TextEditorController>>evaluateSelection Receiver: an UndefinedObject Temporaries: .self = a TextEditorController .code = AnnotatedMethod OpenGL.Lessons.Lesson00RenderContext class>>unboundMethod Context PC = 7 ---------------------------------------------------------------------- BlockClosure>>ensure: Receiver: a BlockClosure Instance Variables: method = CompiledBlock [] in TextEditorController>>evaluateSelection outerContext = nil copiedValues = an Array[2] Arguments: aBlock = BlockClosure [] in Cursor>>showWhile: Temporaries: result = nil Context PC = 4 ---------------------------------------------------------------------- Cursor>>showWhile: Receiver: a Cursor Instance Variables: errorCode = 0 handle = 4 image = Depth1Image(extent: 16 @ 16 depth: 1) mask = Depth1Image(extent: 16 @ 16 depth: 1) hotSpot = 1 @ 1 name = 'xeq' Arguments: aBlock = BlockClosure [] in TextEditorController>>evaluateSelection Temporaries: oldcursor = Cursor normal Context PC = 23 ---------------------------------------------------------------------- TextEditorController>>evaluateSelection Receiver: a TextEditorController Instance Variables: model = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' view = a TextEditorView menuHolder = a Menu performer = a Refactory.Browser.BrowserCommentTool beginTypeInIndex = nil anchorIndex = 502 emphasisHere = nil dispatchTable = nil charComposer = a CharacterComposer textHasChanged = false feelPolicy = nil supportCodeEditingFeels = true localMenuItems = an Array[21] extendingDown = true keyboardHook = nil readOnly = false accepted = true autoAccept = false continuousAccept = false tabMeansNextField = true tabRequiresControl = true dispatcher = an UIDispatcher selectable = true maxChars = nil nextUndoBlock = BlockClosure [] in TextEditorController>>initialize currentUndo = a TextUndo nil Temporaries: code = AnnotatedMethod OpenGL.Lessons.Lesson00RenderContext class>>unboundMethod result = nil Context PC = 14 ---------------------------------------------------------------------- optimized [] in TextEditorController>>doIt Receiver: an UndefinedObject Temporaries: .self = a TextEditorController Context PC = 6 ---------------------------------------------------------------------- BlockClosure>>on:do: Receiver: a BlockClosure Instance Variables: method = CompiledBlock [] in TextEditorController>>doIt outerContext = nil copiedValues = a TextEditorController Arguments: anExceptionSelector = CompilationError handlerBlock = BlockClosure [] in TextEditorController>>doIt Context PC = 18 ---------------------------------------------------------------------- TextEditorController>>doIt Receiver: a TextEditorController Instance Variables: model = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' view = a TextEditorView menuHolder = a Menu performer = a Refactory.Browser.BrowserCommentTool beginTypeInIndex = nil anchorIndex = 502 emphasisHere = nil dispatchTable = nil charComposer = a CharacterComposer textHasChanged = false feelPolicy = nil supportCodeEditingFeels = true localMenuItems = an Array[21] extendingDown = true keyboardHook = nil readOnly = false accepted = true autoAccept = false continuousAccept = false tabMeansNextField = true tabRequiresControl = true dispatcher = an UIDispatcher selectable = true maxChars = nil nextUndoBlock = BlockClosure [] in TextEditorController>>initialize currentUndo = a TextUndo nil Context PC = 20 ---------------------------------------------------------------------- Refactory.Browser.BrowserCommentTool(Refactory.Browser.BrowserTextTool)>>doIt Receiver: a Refactory.Browser.BrowserCommentTool Instance Variables: dependents = nil builder = an UIBuilder uiSession = nil eventHandlers = nil codeModel = Lesson00RenderContext class menu = a Menu savedText = nil changed = false textHolder = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' originalText = Text for 'Lesson #0 - RenderContext Th...son00RenderContext new demo ' menuBarMenu = nil Context PC = 5 ---------------------------------------------------------------------- Refactory.Browser.RBCommand>>perform:on: Receiver: a Refactory.Browser.RBCommand Instance Variables: name = an UserMessage('Do It', #DoIt, #browser) description = an UserMessage('Execute the selected text', #DoItDesc, #browser) action = #doIt enabled = nil receiver = #activeTool Arguments: aSymbol = #doIt anObject = a Refactory.Browser.BrowserCommentTool Context PC = 9 ---------------------------------------------------------------------- Refactory.Browser.RBCommand>>performWith: Receiver: a Refactory.Browser.RBCommand Instance Variables: name = an UserMessage('Do It', #DoIt, #browser) description = an UserMessage('Execute the selected text', #DoItDesc, #browser) action = #doIt enabled = nil receiver = #activeTool Arguments: anObject = a Refactory.Browser.RBActionDispatcher Context PC = 14 ---------------------------------------------------------------------- Refactory.Browser.BrowserCommentTool(Refactory.Browser.BrowserApplicationModel)>>performAction: Receiver: a Refactory.Browser.BrowserCommentTool Instance Variables: dependents = nil builder = an UIBuilder uiSession = nil eventHandlers = nil codeModel = Lesson00RenderContext class menu = a Menu savedText = nil changed = false textHolder = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' originalText = Text for 'Lesson #0 - RenderContext Th...son00RenderContext new demo ' menuBarMenu = nil Arguments: aString = 'Do It' Temporaries: action = Do It Context PC = 11 ---------------------------------------------------------------------- Refactory.Browser.BrowserCommentTool(Refactory.Browser.BrowserApplicationModel)>>action: Receiver: a Refactory.Browser.BrowserCommentTool Instance Variables: dependents = nil builder = an UIBuilder uiSession = nil eventHandlers = nil codeModel = Lesson00RenderContext class menu = a Menu savedText = nil changed = false textHolder = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' originalText = Text for 'Lesson #0 - RenderContext Th...son00RenderContext new demo ' menuBarMenu = nil Arguments: aMenuItem = a MenuItem 'Do it' Context PC = 8 ---------------------------------------------------------------------- optimized [] in Refactory.Browser.BrowserApplicationModel>>createActionMenuItemFrom: Receiver: an UndefinedObject Temporaries: .self = a Refactory.Browser.BrowserCommentTool .newItem = a MenuItem 'Do it' Context PC = 7 ---------------------------------------------------------------------- TextEditorController>>dispatchBlockClosure: Receiver: a TextEditorController Instance Variables: model = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' view = a TextEditorView menuHolder = a Menu performer = a Refactory.Browser.BrowserCommentTool beginTypeInIndex = nil anchorIndex = 502 emphasisHere = nil dispatchTable = nil charComposer = a CharacterComposer textHasChanged = false feelPolicy = nil supportCodeEditingFeels = true localMenuItems = an Array[21] extendingDown = true keyboardHook = nil readOnly = false accepted = true autoAccept = false continuousAccept = false tabMeansNextField = true tabRequiresControl = true dispatcher = an UIDispatcher selectable = true maxChars = nil nextUndoBlock = BlockClosure [] in TextEditorController>>initialize currentUndo = a TextUndo nil Arguments: aBlock = BlockClosure [] in Refactory.Browser.BrowserApplicationModel>>createActionMenuItemFrom: Temporaries: na = 0 Context PC = 11 ---------------------------------------------------------------------- TextEditorController>>dispatchMenuSelection: Receiver: a TextEditorController Instance Variables: model = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' view = a TextEditorView menuHolder = a Menu performer = a Refactory.Browser.BrowserCommentTool beginTypeInIndex = nil anchorIndex = 502 emphasisHere = nil dispatchTable = nil charComposer = a CharacterComposer textHasChanged = false feelPolicy = nil supportCodeEditingFeels = true localMenuItems = an Array[21] extendingDown = true keyboardHook = nil readOnly = false accepted = true autoAccept = false continuousAccept = false tabMeansNextField = true tabRequiresControl = true dispatcher = an UIDispatcher selectable = true maxChars = nil nextUndoBlock = BlockClosure [] in TextEditorController>>initialize currentUndo = a TextUndo nil Arguments: menuSelection = BlockClosure [] in Refactory.Browser.BrowserApplicationModel>>createActionMenuItemFrom: Context PC = 45 ---------------------------------------------------------------------- TextEditorController(ControllerWithMenu)>>processMenu:at:centered: Receiver: a TextEditorController Instance Variables: model = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' view = a TextEditorView menuHolder = a Menu performer = a Refactory.Browser.BrowserCommentTool beginTypeInIndex = nil anchorIndex = 502 emphasisHere = nil dispatchTable = nil charComposer = a CharacterComposer textHasChanged = false feelPolicy = nil supportCodeEditingFeels = true localMenuItems = an Array[21] extendingDown = true keyboardHook = nil readOnly = false accepted = true autoAccept = false continuousAccept = false tabMeansNextField = true tabRequiresControl = true dispatcher = an UIDispatcher selectable = true maxChars = nil nextUndoBlock = BlockClosure [] in TextEditorController>>initialize currentUndo = a TextUndo nil Arguments: aMenu = a Menu aPoint = 37 @ 461 centered = true Temporaries: valueResult = a MenuItem 'Do it' Context PC = 41 ---------------------------------------------------------------------- TextEditorController(ControllerWithMenu)>>processMenuAt:centered: Receiver: a TextEditorController Instance Variables: model = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' view = a TextEditorView menuHolder = a Menu performer = a Refactory.Browser.BrowserCommentTool beginTypeInIndex = nil anchorIndex = 502 emphasisHere = nil dispatchTable = nil charComposer = a CharacterComposer textHasChanged = false feelPolicy = nil supportCodeEditingFeels = true localMenuItems = an Array[21] extendingDown = true keyboardHook = nil readOnly = false accepted = true autoAccept = false continuousAccept = false tabMeansNextField = true tabRequiresControl = true dispatcher = an UIDispatcher selectable = true maxChars = nil nextUndoBlock = BlockClosure [] in TextEditorController>>initialize currentUndo = a TextUndo nil Arguments: aPoint = 37 @ 461 centered = true Context PC = 9 ---------------------------------------------------------------------- TextEditorController(ControllerWithMenu)>>yellowButtonPressedEvent: Receiver: a TextEditorController Instance Variables: model = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' view = a TextEditorView menuHolder = a Menu performer = a Refactory.Browser.BrowserCommentTool beginTypeInIndex = nil anchorIndex = 502 emphasisHere = nil dispatchTable = nil charComposer = a CharacterComposer textHasChanged = false feelPolicy = nil supportCodeEditingFeels = true localMenuItems = an Array[21] extendingDown = true keyboardHook = nil readOnly = false accepted = true autoAccept = false continuousAccept = false tabMeansNextField = true tabRequiresControl = true dispatcher = an UIDispatcher selectable = true maxChars = nil nextUndoBlock = BlockClosure [] in TextEditorController>>initialize currentUndo = a TextUndo nil Arguments: event = a YellowButtonPressedEvent Context PC = 13 ---------------------------------------------------------------------- TextEditorController>>yellowButtonPressedEvent: Receiver: a TextEditorController Instance Variables: model = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' view = a TextEditorView menuHolder = a Menu performer = a Refactory.Browser.BrowserCommentTool beginTypeInIndex = nil anchorIndex = 502 emphasisHere = nil dispatchTable = nil charComposer = a CharacterComposer textHasChanged = false feelPolicy = nil supportCodeEditingFeels = true localMenuItems = an Array[21] extendingDown = true keyboardHook = nil readOnly = false accepted = true autoAccept = false continuousAccept = false tabMeansNextField = true tabRequiresControl = true dispatcher = an UIDispatcher selectable = true maxChars = nil nextUndoBlock = BlockClosure [] in TextEditorController>>initialize currentUndo = a TextUndo nil Arguments: anEvent = a YellowButtonPressedEvent Context PC = 18 ---------------------------------------------------------------------- YellowButtonPressedEvent>>dispatchTo: Receiver: a YellowButtonPressedEvent Instance Variables: time = 9683793 initiator = an EventDispatcher window = a ScheduledWindow 127 state = 2 x = 37 y = 439 gx = 37 gy = 461 buttonNumber = 2 Arguments: anObject = a TextEditorController Context PC = 4 ---------------------------------------------------------------------- TextEditorController(ControllerWithMenu)>>handleEvent: Receiver: a TextEditorController Instance Variables: model = a ValueHolder on: Text for 'Lesson #0 - RenderContext This is the very first lesson, which demonstrates what a RenderContext and the gl variable do. The RenderContext represents an OpenGL rendering context for a window, an image or a pixmap. The gl variable gets switched each time you activate a context to render. By running this demo, you''ll see that the rendering engine the operating system gives you can differ based on whether we''re rendering to a window or rendering offscreen to a pixmap or image. To run this lesson: OpenGL.Lessons.Lesson00RenderContext new demo ' view = a TextEditorView menuHolder = a Menu performer = a Refactory.Browser.BrowserCommentTool beginTypeInIndex = nil anchorIndex = 502 emphasisHere = nil dispatchTable = nil charComposer = a CharacterComposer textHasChanged = false feelPolicy = nil supportCodeEditingFeels = true localMenuItems = an Array[21] extendingDown = true keyboardHook = nil readOnly = false accepted = true autoAccept = false continuousAccept = false tabMeansNextField = true tabRequiresControl = true dispatcher = an UIDispatcher selectable = true maxChars = nil nextUndoBlock = BlockClosure [] in TextEditorController>>initialize currentUndo = a TextUndo nil Arguments: anEvent = a YellowButtonPressedEvent Context PC = 38 ---------------------------------------------------------------------- EventDispatcher>>dispatch:to: Receiver: an EventDispatcher Instance Variables: windowController = an ApplicationStandardSystemController currentMouseConsumer = nil grabbingMouse = false lastControlObject = nil trapList = nil state = nil repairDamageWhenDebugging = true flushQueueAfterError = true distributeEventsWhenDebugging = true dragDropInProgress = false dragDropTracker = nil dispatchUnknownEvents = false Arguments: event = a YellowButtonPressedEvent object = a TextEditorController Temporaries: tmp = nil Context PC = 10 ---------------------------------------------------------------------- EventDispatcher>>dispatchEvent: Receiver: an EventDispatcher Instance Variables: windowController = an ApplicationStandardSystemController currentMouseConsumer = nil grabbingMouse = false lastControlObject = nil trapList = nil state = nil repairDamageWhenDebugging = true flushQueueAfterError = true distributeEventsWhenDebugging = true dragDropInProgress = false dragDropTracker = nil dispatchUnknownEvents = false Arguments: event = a YellowButtonPressedEvent Temporaries: objectWantingControl = a TextEditorController targetKeyboardProcessor = nil Context PC = 130 ---------------------------------------------------------------------- YellowButtonPressedEvent(Event)>>dispatch Receiver: a YellowButtonPressedEvent Instance Variables: time = 9683793 initiator = an EventDispatcher window = a ScheduledWindow 127 state = 2 x = 37 y = 439 gx = 37 gy = 461 buttonNumber = 2 Context PC = 16 ---------------------------------------------------------------------- YellowButtonPressedEvent(Event)>>dispatchForWindowManager: Receiver: a YellowButtonPressedEvent Instance Variables: time = 9683793 initiator = an EventDispatcher window = a ScheduledWindow 127 state = 2 x = 37 y = 439 gx = 37 gy = 461 buttonNumber = 2 Arguments: aWinMgr = a WindowManager Context PC = 4 ---------------------------------------------------------------------- optimized [] in WindowManager>>safelyDispatchForWindowManager: Receiver: an UndefinedObject Temporaries: .event = a YellowButtonPressedEvent .self = a WindowManager Context PC = 6 ---------------------------------------------------------------------- BlockClosure>>on:do: Receiver: a BlockClosure Instance Variables: method = CompiledBlock [] in WindowManager>>safelyDispatchForWindowManager: outerContext = nil copiedValues = an Array[2] Arguments: anExceptionSelector = BadControllerError handlerBlock = BlockClosure [] in WindowManager>>safelyDispatchForWindowManager: Context PC = 18 ---------------------------------------------------------------------- WindowManager>>safelyDispatchForWindowManager: Receiver: a WindowManager Instance Variables: windows = an OrderedCollection[1] activeController = nil interruptLock = false outstandingMetaOrDamage = false openInProgress = false eventQueue = an EventQueue baseProcess = a Process in Semaphore>>waitIfCurtailedSignal dontFilterEvents = false Arguments: event = a YellowButtonPressedEvent Context PC = 13 ---------------------------------------------------------------------- WindowManager>>processNextEvent Receiver: a WindowManager Instance Variables: windows = an OrderedCollection[1] activeController = nil interruptLock = false outstandingMetaOrDamage = false openInProgress = false eventQueue = an EventQueue baseProcess = a Process in Semaphore>>waitIfCurtailedSignal dontFilterEvents = false Temporaries: event = a YellowButtonPressedEvent Context PC = 9 ---------------------------------------------------------------------- optimized [] in [] in WindowManager>>newProcess Receiver: an UndefinedObject Temporaries: .self = a WindowManager Context PC = 13 ---------------------------------------------------------------------- BlockClosure>>on:do: Receiver: a BlockClosure Instance Variables: method = CompiledBlock [] in [] in WindowManager>>newProcess outerContext = nil copiedValues = a WindowManager Arguments: anExceptionSelector = TerminateException handlerBlock = BlockClosure [] in [] in WindowManager>>newProcess Context PC = 18 ---------------------------------------------------------------------- optimized [] in WindowManager>>newProcess Receiver: an UndefinedObject Temporaries: .self = a WindowManager Context PC = 15 ---------------------------------------------------------------------- BlockClosure>>on:do: Receiver: a BlockClosure Instance Variables: method = CompiledBlock [] in WindowManager>>newProcess outerContext = nil copiedValues = a WindowManager Arguments: anExceptionSelector = TerminateException handlerBlock = BlockClosure [] in [] in Process class>>forBlock:priority: Context PC = 18 ---------------------------------------------------------------------- optimized [] in Process class>>forBlock:priority: Receiver: an UndefinedObject Temporaries: .aBlock = BlockClosure [] in WindowManager>>newProcess Context PC = 9 |
Usually that means you dont have a Compatible openGL driver installed.
Can you run any 3d games on your system? Also - try getting the latest video drivers from HP. Lastly - I found the examples are buggy at best when you have an ATI card in your system.
Stuff like this gives me a lot more respect for game developers when they are able to handle all this wierdness behind the scenes.
On Sat, Jul 14, 2012 at 7:47 PM, askoh <[hidden email]> wrote: I am using _______________________________________________ vwnc mailing list [hidden email] http://lists.cs.uiuc.edu/mailman/listinfo/vwnc |
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I can run the OpenGL lessons using VW7.8.1 in 32bit VM on Win 7 64 bit.
I am having OpenGL lessons problems using VW7.9 in 64bit VM on Win 7 64 bit. Haven't tried VW7.8.1 in 64bit VM. Thanks, Aik-Siong Koh |
The libraries to link to might have different names on 64bit - I know someone published a fork for the linux version to do 64bit. If not the libraries, then the pointers to the graphics handles might be misaligned on 64bit too. I haven't tried to do OpenGL on 64bit Windows at all, so you're in new territory askoh.
Cheers, Michael On Jul 14, 2012, at 9:17 PM, askoh wrote: > I can run the OpenGL lessons using VW7.8.1 in 32bit VM on Win 7 64 bit. > > I am having OpenGL lessons problems using VW7.9 in 64bit VM on Win 7 64 bit. > > Haven't tried VW7.8.1 in 64bit VM. > > Thanks, > Aik-Siong Koh > > -- > View this message in context: http://forum.world.st/VW7-9-OpenGL-problem-tp4640035p4640038.html > Sent from the VisualWorks mailing list archive at Nabble.com. > _______________________________________________ > vwnc mailing list > [hidden email] > http://lists.cs.uiuc.edu/mailman/listinfo/vwnc _______________________________________________ vwnc mailing list [hidden email] http://lists.cs.uiuc.edu/mailman/listinfo/vwnc |
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Fortunately,
OpenGL.Lessons.Lesson01Geometry open runs about 50% of the time. Same behavior with the other demos. Could be semaphore type issues. Aik-Siong Koh |
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In reply to this post by askoh
It looks like OpenGL 64bit does not work with Pixmap. I loaded Jun in VW7.9 64 bit and it works pretty much like in VW7.8.1 32 bit except for Pixmap.
How to debug this? It looks like Windows 7 64 bit cannot create a valid Device Context for Pixmap in VW7.9 64 bit. Thanks, Aik-Siong Koh |
We did a brief examination of the package and found the following.
1. The OpenGL packages call GetLastError() directly via DLLCC. This is unsafe and will result in weird behavior as explained in (relatively modern versions of) Win32SystemSupport>>GetLastError. 2. Multiple Windows types are likely defined improperly, e.g. declaring that HDC, HGDIOBJ, HWD are unsigned long when usually handles are void*. On 64 bit Windows, longs are 32 bits so such declarations won't work. Ideally they would be declared exactly like the various include files for the Microsoft compilation environment and/or MSDN declare them. 3. Similar to 2. above, code such as unsignedLongAt: 5 is suspect. We do not claim these are *all* the problems, we only spent a while looking at this. Nevertheless, what we found seems enough to cause significant problems. We would suggest fixing the above then try again. Andres & Pete. On 7/16/2012 4:31 AM, askoh wrote: > It looks like OpenGL 64bit does not work with Pixmap. I loaded Jun in VW7.9 > 64 bit and it works pretty much like in VW7.8.1 32 bit except for Pixmap. > > How to debug this? It looks like Windows 7 64 bit cannot create a valid > Device Context for Pixmap in VW7.9 64 bit. > > Thanks, > Aik-Siong Koh > > -- > View this message in context: http://forum.world.st/VW7-9-OpenGL-problem-tp4640035p4640168.html > Sent from the VisualWorks mailing list archive at Nabble.com. > _______________________________________________ > vwnc mailing list > [hidden email] > http://lists.cs.uiuc.edu/mailman/listinfo/vwnc > _______________________________________________ vwnc mailing list [hidden email] http://lists.cs.uiuc.edu/mailman/listinfo/vwnc |
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Thanks for the useful information.
I changed in WGL.RenderContextWin32Pixmap initializeHDC hBitmap := view handle unsignedLongAt: 5. to hBitmap := view handle unsignedLongLongAt: 9. and it worked for OpenGL.Lessons.Lesson00RenderContext new demo I did something similar in Jun JunWglPixmapHandle flushFromPixmap and flushToPixmap and ran JunOpenGLInterface example2. successfully. It would help if there were some information about the struc of the Pixmap handle for Win 64 bit. There is an example XWindow in CairoGraphics.XSurface class displaySurface: Thanks again, Aik-Siong Koh |
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