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

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