what ? where ? how ? ;)

I can use anything that is documented and keep its windows inside pharo
window.

Looks like I will be sticking with plain morphic for now I have not seen
any substantial benefit in all other graphic libraries. I have to
investigate NBOpenGL but it feels like an overkill for me and last time I
tried it I had all sort of problems with it and my graphic card.

Have no issue using Woden but if its not documented at all, I will need
examples that actually show me how to do this. But I feel the problem I am
facing performance wise is at the core of Pharo, its just that pharo is not
able to handle big animations. But I will keep investigating my options.

I could go for more static GUI its not such a big issue and keep animations
to a minimum.

On Sun, Sep 14, 2014 at 3:13 PM, [email protected] <[email protected]>
wrote:

> 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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