Makes sense. Thanks

> On 18 Nov 2014, at 19:36, Igor Stasenko <[email protected]> wrote:
> 
> 
> 
> On 18 November 2014 16:45, Yuriy Tymchuk <[email protected] 
> <mailto:[email protected]>> wrote:
> 
>> On 18 Nov 2014, at 13:03, Igor Stasenko <[email protected] 
>> <mailto:[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?
> 
> 
> Nope.
> NBOpenGL cares about only one feature: it lets you use OpenGL library the way 
> you want.
> It is bindings to external library. The correct use of the library is 
> responsibility of its users, not NBOpenGL.
> You discovered a single problem of incorrect use of opengl library.. but 
> imagine how many other you can discover when you will start using things 
> seriously.. do you think we shall modify bindings each time someone 
> incorrectly use them? 
> NBOpenGL cannot ensure that application developers using things properly. It 
> is impossible and waste of effort. 
> 
> 
> 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.
> 
> 
> 
> 
> -- 
> Best regards,
> Igor Stasenko.

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