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.

Reply via email to