> 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.
