yeah I am afraid transparency is very important to me On Sun, Sep 14, 2014 at 1:34 PM, Nicolai Hess <[email protected]> wrote:
> 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) >>>> . >>>> >>>> >>>> >>> >>> >> >> >
