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) . 
>> 
>> 
> 
> 

-- 
_,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
Alexandre Bergel  http://www.bergel.eu
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.




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