> On 18 Nov 2014, at 13:03, Igor Stasenko <[email protected]> wrote:
> 
> 
> 
> On 18 November 2014 06:58, Yuriy Tymchuk <[email protected] 
> <mailto:[email protected]>> wrote:
> Yes, true, but if I want height to be flexible (maybe I’m not good in spec) 
> and have a row that has fixed height and then this morph which adjusts. It 
> works well after it opens, but when it opens you get error… Does it make 
> sense to add to layoutInBounds: check if the bounds are visible, otherwise 
> there is no reason to layout anything?
> 
> 
> it makes sense to not create opengl object(s) with null dimensions, to avoid 
> errors.

As you are one of the authors of NBOpenGL, can you please add this feature?

Uko

>  
>> On 18 Nov 2014, at 00:23, Nicolai Hess <[email protected] 
>> <mailto:[email protected]>> wrote:
>> 
>> 2014-11-17 22:52 GMT+01:00 Yuriy Tymchuk <[email protected] 
>> <mailto:[email protected]>>:
>> Hi,
>> 
>> can someone advise me how to deal with one issue.
>> 
>> I put Roassal3D morph is a spec composite model, and when I open the window 
>> I get 'Frame buffer is incomplete: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT’ 
>> error because GLViewportMorph>>#layoutInBounds: bounds attribute has a zero 
>> coordinate. Should there be a guard in the method of GLViewportMorph, or I 
>> should do something in Spec?
>> 
>> Uko
>> 
>> Works for me, as long as I add a height (or width) in the spec layout:
>> 
>>     ^ SpecLayout composed
>>         newColumn: [ :column |
>>             column 
>>                 add: #view3d height:80 ];
>>         yourself
>> 
>> (view3d is a Roassal3DModel
>> view3d := self instantiate: Roassal3DModel.
>>    view3d view:
>>         (R3View new 
>>         add: R3CubeShape element;
>>         addInteraction: R3MKControl).
>> 
>> )
> 
> 
> 
> 
> -- 
> Best regards,
> Igor Stasenko.

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