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) >> . >> >> >> > >
