2014-09-14 11:32 GMT+02:00 stepharo <[email protected]>:

>  I remember that there was an animated gif support.
> Now I do not remember exactly.
>

At least in squeak there is an AnimatedImageMorph, that can load and
display animated gifs.
That works and is quite fast even for multiple instances. But of course no
(alpha-)transparency



>
> for roassal2 have a look at the viva classes: this is the animation
> frameworks that igor designed.
>
> Stef
>
>
>
> On 14/9/14 10:22, kilon alios wrote:
>
> 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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