Hi Phil,

There are different efforts going on here:

 - Woden, as far as I understand, is about having a fast platform to make game. 
This is a very valuable effort, however it takes time to reach this. And 
indeed, green threads seems to have its limitations.
 - Roassal3d, which is about visualizing data in 3d.

We are slowly getting back to Roassal 3d (now that the Roassal 2d front is more 
quite, due to the stability of it).

Cheers,
Alexandre
-- 
_,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
Alexandre Bergel  http://www.bergel.eu
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.



> On May 4, 2015, at 10:47 AM, [email protected] wrote:
> 
> 
> 
> On Mon, May 4, 2015 at 4:16 PM, Ronie Salgado <[email protected] 
> <mailto:[email protected]>> wrote:
> Hi Yuriy,
> 
> Process and OpenGL are a pain in the ass. This is why I hate the Smalltalk 
> green threads, for the following reasons:
> - Operating system Thread Local Storage is not respected. The current OpenGL 
> is a thread local variable.
> - No completely preemptive.
> 
> Making Woden and Woden-Roassal to have a lower priority is a problem, because 
> of reduced performance in Woden. When using OpenGL, the functions glFinish or 
> SwapBuffers has to be called to force the execution of commands an display 
> the rendered image in the screen.  SwapBuffers usually calls glFlush. And if, 
> v-sync is enabled, it blocks, which does not get well Pharo.
> 
> With OSWindow, OpenGL can also be used to render the main Pharo window via 
> SDL2. Because of this, I had to introduce a rendering process in OSWindow, 
> which I am using to serialize all the OpenGL commands. And I guess that it 
> also produces a reduction in performance. This thread is located 
> OSWindowRenderThread.
> 
> Perhaps you can fix the problem somewhere in OSWindowRenderThread.
> 
> 
> Not having had a look, I suppose that this is a green thread in Pharo.
> 
> Why not having a real OS thread doing the glFinish/SwapBuffers instead?
> and some OpenGL ThreadLocal interface?
> 
> 
> I am facing a kind of similar situation for another project.
> 
> My current line of thought is that the best stable/fast thing is to have the 
> 3D engine as a separate process (as in a true OS process) to which I do send 
> high level commands.
> 
> Of course, this makes it necessary to have a DSL to talk with and that 
> extending the 3D engine is somewhat of a pain when in need of new commands.
> 
> But it allows to do whatever I want in Pharo without blocking the rendering 
> loop.
> 
> What would be the design you'd like to see for Woden, Ronie?
> 
> Phil
> 
> 
> Best regards,
> Ronie
>  
> 
> 2015-05-04 11:36 GMT-03:00 Alexandre Bergel <[email protected] 
> <mailto:[email protected]>>:
> Hi!
> 
> This is an excellent question. Ronie?
> 
> Alexandre
> -- 
> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
> Alexandre Bergel  http://www.bergel.eu <http://www.bergel.eu/>
> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
> 
> 
> 
>> On May 4, 2015, at 9:33 AM, Yuriy Tymchuk <[email protected] 
>> <mailto:[email protected]>> wrote:
>> 
>> Hi guys,
>> 
>> I’m not experienced in OpenGL, but I’ve noticed that both Roassal3D and 
>> Woden occupy a high level process and are not yielding Processor to anyone 
>> else. For example code highlight, spotter, and other lower priority 
>> processes are not working as soon as you open a 3D visualization. On the 
>> other hand this doesn’t happen while using CodeCity (and it also uses 
>> OpenGL). Is it very complicated to make Roassal3D and Woden to respect other 
>> processes?
>> 
>> Uko
> 
> 
> 
> 
> 
> -- 
>  
> 

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