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.