On 10 January 2012 01:27, ncalexan <[email protected]> wrote: > > 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. > yes. Apparently NativeBoostWin32 should not be used on macs (i actually wonder how you got an instance of it while running on mac).
> > 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. The problem i had stuck with is the inability to create a windowed context on Mac. For that i need to bind to either Carbon or Cocoa libs.. while i thought that i can just use basic functions. I were able to create an OpenGL context using coreGL (or something called Core) but i didn't managed to figure out what to do next. There seems to be lacking of windowing support on mac. So i could use this context as an offscreen context and it should work, but i'm not tried it yet. One of disappointment is that when i query the renderer used for given context, it reports an "Apple software renderer" , which not what i expected means that it is a software renderer, and not hardware acccelerated.. (or maybe it should be read as 'apple-software' renderer.. then there is more hope :) You can check the work if you load the package NBOpenGL-Mac. Any help or suggestions will be appreciated. > > 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. > -- Best regards, Igor Stasenko.
