> On 04 May 2015, at 22:59, Alexandre Bergel <[email protected]> wrote:
> 
> Hi Yuriy!
> 
> I gave a try to fix the problem.
> Now, if the rendered is left untouched, there is no unnecessary refresh. The 
> problem now is that the keystrokes are not properly handled… Can you give you 
> try please?
> Does this solve your problem?

This looks cool! I wonder what we can do with controls, because for now the 
problem is that after key was pressed nothing else happens, and so the view is 
not updated. I think that we can either keep it updated on keypressed or update 
it periodically if any animation has to be done (like movement). But the second 
approach is more complicated.

Uko

> 
> Cheers,
> Alexandre
> -- 
> _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
> Alexandre Bergel  http://www.bergel.eu <http://www.bergel.eu/>
> ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.
> 
> 
> 
>> On May 4, 2015, at 12:09 PM, Yuriy Tymchuk <[email protected] 
>> <mailto:[email protected]>> wrote:
>> 
>> Sadly, I’m not very experienced in that topic. I just looked at CodeCity 
>> running on my colleague’s matching and syntax highlighting working. The view 
>> is also subclassing GLViewportMorph, but other than that I can’t tell why 
>> CodeCity is not blocking the other processes.
>> 
>> Uko
>> 
>>> On 04 May 2015, at 16:47, [email protected] <mailto:[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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