Why not use Woden?

Phil
 Le 14 sept. 2014 12:51, "kilon alios" <[email protected]> a écrit :

> 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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