Hi Kilon,
Not sure what you are trying to do.
Try this:
-=-=-=-=-=-=-=-=-=-=-=-=
forms := Form allInstances.
v := RTView new.
t := 1.
e := (RTBitmap new form: [ :index | forms at: index ]) elementOn: t.
v add: e.
v open.
[
50 timesRepeat: [
t := t + 1.
e model: t.
e updateShape.
(Delay forMilliseconds: 500) wait.
v signalUpdate ]
] fork.
-=-=-=-=-=-=-=-=-=-=-=-=
Cheers,
Alexandre
On Sep 14, 2014, at 1:22 AM, kilon alios <[email protected]> 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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Alexandre Bergel http://www.bergel.eu
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.