ah thank you ... yeah I tried something similar as a posted in a previous email of this thread. Looks like thats how fast morphic can go.
Its not super bad though , I can live with this performance :) I will have to keep animations non looping and quite small and I should be fine. On Fri, Sep 19, 2014 at 2:22 AM, Alexandre Bergel <[email protected]> wrote: > 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 > ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;. > > > > >
