Hi another option could be the verse protocol. There was a plugin for Maya and Blender to do realtime rendering. Dont know if there is some automatic Swig-like wrapper for smalltalk but FFI might work.
http://youtu.be/c_D2YJSNj8I Almost a decade ago I did some ruby bindings by hand. It was working out of the box Bye Enno > Am 13.09.2014 um 16:11 schrieb kilon alios <[email protected]>: > > > " I am curious. You mean rendering Bitmap from blender, for later use in > Pharo UI? " > > yes exactly. Blender can render in all popular graphics files, most used are > png. Animation frames can be rendered each frame in its own file. > > So basically its a lot like the average games out there. > > "I will suggest bare bone Morphic mainly, then Athens when you need vectorial > drawing." > > ok > > "For iStoa I decided to go purely Morphic, I have a lot of bitmap. Bitmap > source is SVG, then converted to PNG, overscaled for production use. Then > from iStoa, depending on the application window extent, the bitmap are > downscaled accordingly, I am pretty satisfied by the result." > > I fail to understand how your bitmap source is SVG for me bitmap is a raster > graphic format svg is procedural graphic format. Two opposite things. > > "Sure. The downpoint, you will depend on one additional layer." > > dependency is not an issue. Afterall the graphic files themselves will be far > bigger download even more so if the GUI becomes very large. > > "Nice. What will be the expected outcomes of such API, I am not sure to > understand and I am curious." > > Well Blender besides creating 3d objects (which can be used as 2d objects > too) it can also create 3d unrendable objects. That means that objects > produce no graphics and have the role of placeholders or helpers, for example > when you want an emitter of light or emitter of a physical power like gravity > or wind. Those are called dummy objects and I could use them to give > characteristics to the graphics , for example I could use a dummy to define > the are of influence of a mouse click , or what type of event the bitmap will > respond to. That means you wont have to import the graphics manually to pharo > and create a separate morph for each bitmap and then set the events but > rather press a button in blender and then Ephestos will import then bitmaps > to pharo , set the events and create the morphs automagically. > > So basically you will be using Blender as a GUI designer. > > "Use fuel to store the state of your application objects." > > ah nice so fuel is a good candidate. > > I will also take a look at Dr Geo and Phratch , both apps have custom GUIs > and use only Morphic (Dr Geo using Athens for the geometry primitives) .
