Hello, On 13/9/14 20:11, Enrico Schwass wrote: > > 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. > > > There is Wig like wrapper for Pharo done by ronie salgado. >
I have an adapted version of Swig for Pharo NativeBoost here: https://github.com/ronsaldo/swig Currently I am using it to generate my Bullet bindings (available here: https://github.com/ronsaldo/bullet-pharo) that can be used as an example of using Swig. I still have to improve more my Swig generator, by writing documentation and fixing some bugs. Greetings, Ronie 2014-09-13 16:11 GMT-03:00 stepharo <[email protected]>: > > On 13/9/14 20:11, Enrico Schwass wrote: > > 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. > > > There is Wig like wrapper for Pharo done by ronie salgado. > > Stef > > > > 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) > . > > >
