Ronie this is excellent! :)
I love when people deeply understand: Pharo is yours :).
Let us build together a cool future :).

Stef

Hi Stef,

I also want to do that. I think that for Linux it is quite stable. In those last days I have been messing a lot with Roassal 3D and WODEN(WOrld Dynamic ENgine).

Tomorrow I will try make a clean build of the OSWindow VM(My last try required lot of manual tweaking). For Linux, I just finally added the code to also build SDL2 with the VM automatically and I want to try it on Windows.

As for the next milestone, see the next post. I think that deserves his own thread.

Greetings,
Ronie


2014-05-31 1:57 GMT-04:00 stepharo <[email protected] <mailto:[email protected]>>:

    Ronie

    what would be good is to build milestones so that other people can
    play with it and demo it.
    So a solution even not working perfectly is better than a not
    working one.

    Stef


    On 31/5/14 01:06, Ronie Salgado wrote:
    Hello,

    I am also interested on this topic. For what I saw from NBOpenGL,
    Igor was generating the bindings from older specifications of the
    OpenGL API. Those older specifications are in a deprecated DSL.

    The newer versions of the OpenGL APIs are available in some XML
    files provided by Khronos Group. In this link
    http://www.opengl.org/registry/#specfiles another link for a
    subversion repository(
    https://cvs.khronos.org/svn/repos/ogl/trunk/doc/registry/public/api/
    ) with those XML files is available, along with the formal OpenGL
    specs.

    Because they are now in those XML files, we need new generator
    for OpenGL 3.3-4.0.

    Another question, a core profile context is really needed? Why
    not starting working with a compatibility profile?. OpenGL API
    deprecation does not depend on us, it depends on what the Khronos
    Group and the graphics card maker decide to do. In the x86
    Desktop, the three big companies cannot remove the compatibility
    profile, otherwise lot of older video-games will stop working.

    Also, there are lots of graphic cards, specially older integrated
    in laptops that are only OpenGL 2.x. A better bet is to support
    at least the subset available in OpenGL 2.x that is also
    available in the core profile.

    As for plans for OpenGL support, normal and accelerated GUIs, I
    am working in OSWindow.

    OSWindow provides support to manage native operating system
    windows purely from image side. With Igor, we made a custom image
    and VM for Linux in which we removed almost everything graphic
    related from the VM. The only support needed in the VM is a small
    check for event presence in the VM heartbeat.

    For OSWindow, we made initially a XLib based back-end. To reduce
    maintenance efforts for Windows and Mac OS, I made a new backend
    based in SDL2. It is quite complete and I have tested mostly in
    Linux. For Windows I could make it work, not perfect so it needs
    more testing and a complete removal of the old Win32 drivers. I
    don't have a Mac for testing, but Alex is going to help me there.

    I have to tell the CMakeVMMaker to also build SDL2 before
    building, instead of having to build/install it manually. After
    that I think that we can start integrating into Pharo 4.

    As for OpenGL, SDL2 gives me a multi-platform abstraction for
    creating a window with an OpenGL context. I already made it work
    with NBOpenGL, the only tricky part is dependency order when
    loading the stuff in the image.

    In fact, I already started making a new 3D graphics engine Pharo,
    to rewrite Roassal 3D on top of this one in the near future. Soon
    I will be posting some screen-shots of this engine.

    With this graphics engine, I am also going to try to make an
    Athens backend, for accelerated vector graphics. Vectorial
    graphics with OpenGL are very hard to do fast, specially self
    intersecting bezier curves. Stencil based testing is simple,
    fast, supported and efficient for this job.

    Greetings,
    Ronie


    2014-05-30 11:10 GMT-04:00 Sean P. DeNigris
    <[email protected] <mailto:[email protected]>>:

        darrinm wrote
        > Oh, and NBMacGLConstants is lacking necessary constants. Is
        it manually
        > created or generated somehow?
        >
        > - darrinm





        -----
        Cheers,
        Sean
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        View this message in context:
        http://forum.world.st/OpenGL-3-0-tp4760914p4761009.html
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        at Nabble.com.





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