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
> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
>
>
>
>
>

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