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)
> .
>
>
>

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