Lawson English-2 wrote > > I've had problems installing NativeBoost on Squeak, but it worked > reasonably well installing on a Mac. However, TestRunner failed while > running the callback tests. > > This may or may not have anything to do with trying to work with > NBOpenGL, which also installs fine on Pharo (but not squeak). > > Basically: GLViewportMorph new "useOwnForm: true;" openInWorld > > fails with Error: function unavailable > > It fails during this: hInst := NativeBoostWin32 getVMModuleHandle. > > which I assume means that Mac OS X is still not supported? >
I believe there is an NBOpenGL-Mac package, but it doesn't yet create windows or integrate with Morphic. Lawson English-2 wrote > > Any workarounds available yet? I should point out that my little kludgey > youtube demo of integrating OpenGL and the squeak IDE has generated 10x > as many hits per day as the next most popular video in my tutorial > series on squeak. I should also point out that when I demo pier and > seaside I use Pharo and explicitly point out I'm using Pharo, so the > Pharo community might benefit quite a bit from me being able to use > NBOpenGL on the Mac... > I found that the NBOpenGL-Mac package didn't work for me. There is a special calling procedure that tries to store the OpenGL API function pointers in the indexed variables of a variableByteObject and then call those addresses, but this fails with stack alignment errors for me. I fixed this by using the default NB calling procedure rather than this special calling procedure. So there is hope. Nick -- View this message in context: http://forum.world.st/NativeBoost-and-NBOpenGL-on-Mac-tp4278813p4280623.html Sent from the Pharo Smalltalk mailing list archive at Nabble.com.
