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