so I tried to animate in Roassal having two different images display with a
delay for few millisecond but it only displays the second image with this
code

form1 :=Form fromFileNamed:'/Users/kilon/Pictures/pharo.png'.
form2 :=Form fromFileNamed:'/Users/kilon/Pictures/box.png'.
v := RTView new.
c := v canvas.
s := TRBitmapShape new.
s form: form1.
c addShape: s.
v  open.

(1 to: 100) do: [ :index|
s form: form1.
s signalUpdate .
"(Delay forMilliseconds: 1000 ) wait."
s form: form2.
s signalUpdate .
(Delay forMilliseconds: 1000) wait.].

I looked into RTAnimation but dont know how to use it for this example. Any
help ? Does Roassal 2 support such animations ?

if I do s form: and then s signalUpdate for each form separately it works
fine but inside the loops does not seem to work , I tried bigger delays
with no effect.

On Sun, Sep 14, 2014 at 10:57 AM, stepharo <[email protected]> wrote:

>  Ronie when you ready I can help writting a chapter for the nex book.
>
> Stef
>
>
> On 13/9/14 21:42, Ronie Salgado wrote:
>
> 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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