Why should he use it, now? I mean, is there a stable API? Or a roadmap ? Sometimes it is a bit dangerous to trust on "bleeding edge" pharo frameworks. I did some work based on Roassal3D just to found out there won't be any further development. The same happens with Roassal and GraphET. The same can happen with Woden too :)
2014-09-14 14:13 GMT+02:00 [email protected] <[email protected]>: > 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) . >>>>>> >>>>>> >>>>>> >>>>> >>>>> >>>> >>>> >>> >>
