Hello,
Today I am giving a talk about this at 4 pm, Paris time through the Discord.
Best regards,
Ronie
El mié, 25 nov 2020 a las 16:11, Ronie Salgado ()
escribió:
> Hello,
>
> The last months I have been working in a new UI rendering framework for
> Pharo based on adding an
Hello,
The last months I have been working in a new UI rendering framework for
Pharo based on adding an intermediate scene graph with the purpose of
improving rendering speed, and with the side effect of making the whole UI
scalable and adding support for Hi-DPI rendering.
We would appreciate
Hi Shaping,
About the latency, it may be because of the default idle time. Try running
the following:
ProcessorScheduler idleTime: 1000
>
By the release of Pharo 7 the idle time was increased to 50 ms in order to
reduce the CPU usage on the cloud and reduce costs. If I remember correctly
Ben
Hi Shaping,
I have to admit that that language looks quite interesting, but it is not
appropriate for writing an actual VM. One thing is having the actor object
model for writing an application that scales where it can be a very
desirable property, but another thing is writing a virtual machine
That performance regression looks more like a language implementation bug
that a problem of the language itself. If we assume that #do: and some
other selectors (e.g. #select, #reject) should always receive a block
instead of a symbol, then the compiler could perfectly replace the symbol
literal
ll keep
being the scripting language for Woden, but probably a much more
minimalistic and "embedded" version of Pharo in the long term. I am
designing Sysmel in a way so it is easy to compile standard Pharo code into
the Sysmel run time.
El jue., 9 ene. 2020 a las 17:18, Sean P. D
Hi All,
I am finally announcing an initial release of my new experimental low-level
programming language which I am calling Sysmel (For SYStem MEtaprogramming
Language).
GitHub Page: https://github.com/ronsaldo/sysmel
Short native game demo: https://www.youtube.com/watch?v=tRoPMbPvqH0
Sysmel is
>
> areBlockBracketsLinedUp - reads well with the past-tense phrasing
Technically, that is in present tense but using the passive voice. Passive
voice is used to emphasize who receives an action, instead of who performs
the action.
El sáb., 14 sept. 2019 a las 16:07, Christopher Fuhrman (<
This PR looks really cool.
El sáb., 29 jun. 2019 a las 22:43, Sean P. DeNigris ()
escribió:
> ci-pharo-ci-jenkins2 wrote
> > The Pull Request #3627 was integrated: "Making the World to render in
> > different backends"
>
> Sounds cool :)
>
>
>
> -
> Cheers,
> Sean
> --
> Sent from:
pending
> handling such case. This is ok to look for a bug and fix, now we will have
> to put in place a process to handle
> regressions and unsure that we can blessed a VM a stable for real.
>
> We should discuss it during PharoDays consortium meeting and the next
> consortium online m
Hi,
For a job I have to adapt old Squeak code (B3DAcceleratorPlugin) to newer
graphics APIs (Metal and D3D11). The VM window has to use the same
rendering interface as the plugin for rendering. Recently for trying to
solve the issue with the older machines I implemented support selecting the
Hi,
I just noticed that String >> withUnixLineEndings modifies the the original
string, at least when the string only has cr, and not crlf. For example,
try the following (in Pharo 7) in a Playground:
original :='asa' , String cr , 'asa'.
newString := original withUnixLineEndings.
original at:
Hello,
Some time ago I presented Git Thermite in this mailing. Git Thermite is a
tool for visualizing Git commits that I am making for my master thesis. Now
I have managed to integrate Git Thermite with Iceberg.
GitHub page: https://github.com/ronsaldo/pharo-git-thermite
Demo video:
Hello,
I am finally releasing an initial public version of Pharo Git Thermite, a
tool that I am developing as part of my master thesis for visualizing
Monticello and Git commits, for Pharo and Python:
GitHub Page with sources/documentation/issue tracker:
Hi All,
During the last month I have been doing a massive refactoring to Woden 2.
By using Lowtalk for the math library, the requirement on the Lowcode VM is
now optional. However, there are still some native library dependencies
required for distributing Woden:
- AbstractGpu, a wrapper for
Hi Stef,
I can try to continue what Thibault started. Give me two weeks.
Best regards,
Ronie
2017-11-05 18:10 GMT-03:00 Stephane Ducasse :
> Personally now I do not care because I cannot continue to work with a
> system that I have to save after every accept.
> This is
Hi,
This looks interesting. Maybe I should migrate Thermite into using some of
this bindings. In Thermite I am using my custom wrapper for the GitHub API,
Best regards,
Ronie
2017-10-30 13:50 GMT-03:00 Torsten Bergmann :
> Hi Guille,
>
> nice. Instead of just two we can merge
the set-up described on the page of my game the keyboard
> events work fine on Mac, so it may be possible to write a fix for
> Pharo61/Pharo7 based on that.
>
> Best,
>
>
>
>
> On Fri, Sep 29, 2017 at 8:56 PM, Stephane Ducasse <stepharo.s...@gmail.com
> > wrote:
>
&g
Hi Clément,
I just checked on my machine and it is also not working. It seems to be a
VM bug. It will take me some time to debug it. I have some suspicious on
ioProcessEvents .
Best regards,
Ronie
2017-09-29 10:39 GMT+02:00 Clément Bera :
>
>
> On Fri, Sep 29, 2017 at
Hi Clement,
The last time I checked, the 64 bits Mac VM version is eating the keyboard
events, but not the mouse and other events. I guess that for the
minheadless this is not required. The 32 bits version of Mac works by
running the folowing script:
FFIExternalStructure allSubclassesDo:
Hello,
I am releasing an initial version of Git Thermite, the GitHub pull request
visualization that I presented at IWST.
SmalltalkHub page:
http://smalltalkhub.com/#!/~ronsaldo/GitHubAPI
Script for loading Git Thermite:
Gofer it
smalltalkhubUser: 'ronsaldo' project: 'GitHubAPI';
2017-05-12 20:01 GMT-03:00 Alexandre Bergel <alexandre.ber...@me.com>:
> Hi Ronie,
>
> This is great!
> Do you know whether Pompeii can be used by Bloc?
>
> Alexandre
>
>
> > On May 12, 2017, at 6:26 PM, Ronie Salgado <ronies...@gmail.com> wrote:
>
Hello,
I am releasing a first version of a new 2D graphics API that I am making
for Pharo, using OpenGL.
[image: Imágenes integradas 1]
[image: Imágenes integradas 2]
http://smalltalkhub.com/#!/~ronsaldo/PompeiiGraphics
https://youtu.be/emE6_1RpAo8
This 2D graphics API is not vectorial based
Hi Alex,
I gave the following script:
Smalltalk compiler evaluate: '
> | surface |
> surface := AthensCairoSurface extent: 640@480.
> surface drawDuring: [ :canvas |
> surface clear: Color blue.
> ].
>
> surface asForm asMorph openInWindow
> '
>
Notice that I am wrapping the script in a
2017-02-25 2:08 GMT-03:00 Ben Coman :
> What happens if the wrong type object is passed to a lowcode method?
You should get an error. A Lowcode method checks the type of its argument
when called from a normal Pharo method. When calling a Lowcode method from
another Lowcode
Hello,
I fixed several bugs with Vulkan, so now it is not crashing anymore when
using the Linux NVIDIA Vulkan driver. I still have to fix the stuttering
problem with Vulkam.
Best regards,
Ronie
2017-02-24 6:38 GMT-03:00 nolwenn :
> Wonderful ! I will try it
Hi,
How about changing AthensCairoSurface >> asForm into the following
definition?:
asForm
"create a form and copy an image data there"
| form |
self checkSession.
self flush.
form := Form extent: (self width@self height) depth: 32.
form unhibernate.
LibC memCopy:
Hi,
Vulkan support. Never with cairo. Pure OpenGL too (try to compile cairo-gl
> on mac, good luck!) There is a way to compile it with quartz support. As of
> version 2.7.9, *XQuartz does not provide support for high-resolution
> Retina displays to X11 apps*, which run in pixel-doubled mode on
>
sual Studio is required to be able to build for the
Universal Windows Platform, and getting the VM working in a retail XBox One
( https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/index ).
Best regards,
Ronie
2016-11-26 14:09 GMT-03:00 Eliot Miranda <eliot.mira...@gmail.com>:
>
gt;
> Le 24 nov. 2016 08:13, "Ronie Salgado" <ronies...@gmail.com> a écrit :
>
>> Hello,
>>
>> I am working on removing most of windowing code from the VM, and in
>> trying to unify the platform specific code of the VM. In the
>> Minimalist
Hello Eric,
I am checking some problems with OSWindow in windows, and this is a problem
with the SDL2DisplayPlugin in Windows. Until we fix the VM plugin in
Windows, the current workaround is to just disable the plugin in Windows.
For disabling this plugin, you have to the change the following
Here it is: http://smalltalkhub.com/#!/~ronsaldo/VirtualGPU
2016-08-24 15:37 GMT+02:00 Serge Stinckwich <serge.stinckw...@gmail.com>:
> Thank you Ronie. I will try and do a report to you before the end of ESUG
> ;-)
> Where is the repository ?
>
>
> On Wed, Aug 24, 2016 a
Hi,
I have just finished updating the OpenCL bindings and the VirtualGPU to use
the UnifiedFFI in Pharo 5. All of the examples have been tested in Mac OS X
El Capitan 10.11.6.
Best regards,
Ronie
P.S: Do not confuse the VirtualGPU with the AbstractGPU. The AbstractGPU is
an abstraction layer
Hello,
I made new OpenGL bindings for Pharo 5 using the UFFI (Available at:
http://smalltalkhub.com/#!/~ronsaldo/UFFIOpenGL ).
Unlike the old NBOpenGL, these new bindings make a heavy use of OSWindow
SDL2 which is integrated and enabled by default in the Pharo 5 image. These
bindings do not
Hello,
I have been working in making a exporter from blender into a custom JSON
format for Woden with support for animations. Here I made a short video:
https://www.youtube.com/watch?v=HQpaeDQ3TBMfeature=youtu.be
I also made a new shader management system for Woden, so I took the
opportunity for
...@gmail.com:
Is openAL proprietary now.. ? I guess it was open source and there is a
fork now.
On Fri, Jul 10, 2015 at 7:21 AM, Ronie Salgado ronies...@gmail.com
wrote:
Hello,
I made bindings for OpenAL, a 3D audio library.
Here I made a quick demo: https://youtu.be/0wqbJrfYmU8
Next, I
,
Clement
2015-07-10 3:51 GMT+02:00 Ronie Salgado ronies...@gmail.com:
Hello,
I made bindings for OpenAL, a 3D audio library.
Here I made a quick demo: https://youtu.be/0wqbJrfYmU8
Next, I will integrate it into Woden.
Greetings,
Ronie
Hello,
I made bindings for OpenAL, a 3D audio library.
Here I made a quick demo: https://youtu.be/0wqbJrfYmU8
Next, I will integrate it into Woden.
Greetings,
Ronie
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
Athens uses Cairo , Cairo can be used with OpenGL. You can use Cairo to
apply a 2d vector graphic as a texture to a 3d polygon. Cairo website shows
several examples of this. That means its possible to have 2d vector
graphics in 3d space as if its true 3d.
I do not think that is going to work
as basic via NBOpenGL to bring Athens to 3d side completely
bypassing Cairo.
On Tue, Dec 30, 2014 at 9:18 PM, Ronie Salgado ronies...@gmail.com
wrote:
Athens uses Cairo , Cairo can be used with OpenGL. You can use Cairo to
apply a 2d vector graphic as a texture to a 3d polygon. Cairo website
And I have to fix a bug that chrashes it. (opening a view twice)
2014-12-01 11:35 GMT-03:00 Alexandre Bergel alexandre.ber...@me.com:
If I remember correctly, Doru told me he worked on it
Alexandre
--
_,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:
Alexandre Bergel http://www.bergel.eu
It was the case in Roassal2 yes. This happens when the the window was
constantly refreshing,
That is not a problem of Woden. It has to be constantly refreshing.
But it is a problem for Woden-Roassal...
I guess, that the problem could be worse if I enabled vsync in the SDL2
backend (it
Try loading the latest version of ConfigurationofOSWindow in Pharo/OSWindow
(SmalltalkHub). That one should have that group.
Greetings,
Ronie
2014-11-27 10:33 GMT-03:00 Yuriy Tymchuk yuriy.tymc...@me.com:
Hi, I’m trying to load Woden and encounter a problem because it refers to
“WithOpenGL”
Hello,
I want to know if there is an efficient way to embed data with version
control on it(Monticello).
By efficient, I mean without gzipping and Base64 encoding the data in the
source code of a method.
Ideally, I would like this embedded data in a separate file, to avoid
memory consumption
Hello,
You should start trying to use Woden and Woden-Roassal. Everything of
Roassal 3D will be moved to Woden.
http://smalltalkhub.com/#!/~ronsaldo/Woden . To install it you only have to
run this script:
Gofer new smalltalkhubUser: 'ronsaldo' project: 'Woden'; package:
'ConfigurationOfWoden';
Hello,
1. Debuggers like gdb can run a program that crashes, without themselves
itself crashing. Could our FFI calls be wrapped in similar mechanism?
I don't think so. A debugger does not run in the same process as the
program being debugged. Also, you don't have any guarantee that you have
So others don't need to google UFFI. I found...
http://users.dcc.uchile.cl/~rsalgado/uffi-fourth-draft.pdf
Very interesting. Call backs for NativeBoost, static C function generator,
and I particularly like The special emphasis in documentation, is given
because of the lack of an easy to find
done by ronie salgado.
I have an adapted version of Swig for Pharo NativeBoost here:
https://github.com/ronsaldo/swig
Currently I am using it to generate my Bullet bindings (available here:
https://github.com/ronsaldo/bullet-pharo) that can be used as an example of
using Swig.
I still have
Any progress? I can help with testing...
Not too much progress. Don't worry. I added a morphic based fallback to
woden if OSWindow is not supported.
Greetings,
Ronie
2014-08-19 18:00 GMT+01:00 Sean P. DeNigris s...@clipperadams.com:
Ronie Salgado wrote
For Mac OS X, I don't have one
Ah, so not on Mac yet only applied to OSWindow? What would it take to
have
that working? Maybe I can help...
OSWindow to fully work requires a custom VM. For Mac, I actually already
tried using one of Alex Mac. It worked, but when I tried an older version
of Woden and OSWindow it crashed.
Hello,
In a previous email I presented an early video of Woden, my new graphics
engine written in Pharo. Here I have a new video in which I show some of
the features of Woden:
https://www.youtube.com/watch?v=1Nze9tnwYxYfeature=youtu.be
With Alex, we started rewriting Roassal 3D using Woden,
It will be solved for Pharo 4, with the OSWindow integration.
2014-06-30 19:55 GMT-04:00 Pablo R. Digonzelli pdigonze...@gmail.com:
Guille , functions key does not generate event at all.
I think it is a problem for some applications.
--
*Ing. Pablo
Hi Stef,
indicates
package: 'NBXLib-Core'; and I wonder why
Why do we need also the OSWindow-X11 if we use SDL
Stef
Edited and remove that line in fogbugz. It was a copy paste mistake.
As for OSWindow-X11, it is keep for history purposes. We don't need it.
Now to fully work I imagine
Hi Stef
We don't need OSWindow-X11. I am keeping it for history purpose. It is also
unmaintained.
indicates
package: 'NBXLib-Core'; and I wonder why
Oops, my mistake. A copy pasta.
I am waiting for the inclusion to perform more testing and repairing the
bugs present in Windows.
Best
of different computations and a good modern GPU can offer
8 times the performance of a good CPU.
On the other hand having a good 3d game engine for Pharo is a thousand
times better than not having such a thing at all. So keep rocking :)
On Fri, Jun 13, 2014 at 6:16 AM, Ronie Salgado ronies
is there
because I haven't enabled vsync, but I have support for it.
Greetings,
Ronie Salgado
On the Mac I have measured that the lowest level primitive for updating
the screen (primShowRectLeft:right:top:bottom) is quite slow (48ms for a
full screen update on my super-fast Mac Pro). It is doing pixel format
conversion, creating a screen sized bitmap, copying the bits in, drawing
the
milestones so that other people can play
with it and demo it.
So a solution even not working perfectly is better than a not working one.
Stef
On 31/5/14 01:06, Ronie Salgado wrote:
Hello,
I am also interested on this topic. For what I saw from NBOpenGL, Igor
was generating the bindings
Hello There,
I have been working in OSWindow, which is a cross platform API for dealing
with native operating system windows. This API requires using a custom VM
and the library SDL2.
With this API, even the main Pharo window is handled almost completely in
image side using NativeBoost.
The
for all the great info Ronie!
On Fri, May 30, 2014 at 4:06 PM, Ronie Salgado ronies...@gmail.com
wrote:
Hello,
I am also interested on this topic. For what I saw from NBOpenGL, Igor
was generating the bindings from older specifications of the OpenGL API.
Those older specifications
Hello,
I am also interested on this topic. For what I saw from NBOpenGL, Igor was
generating the bindings from older specifications of the OpenGL API. Those
older specifications are in a deprecated DSL.
The newer versions of the OpenGL APIs are available in some XML files
provided by Khronos
Alex,
What is the size of those matrices?
2014-05-08 15:56 GMT-04:00 Alexandre Bergel alexandre.ber...@me.com:
My first thought would be to have some particular C routines to perform a
transformation on a matrix.
This would not be that difficult I guess. Well.. We have to see. We will
think that we could avoid having openCL text inside Pharo but
have a kind of DSL?
Stef
On 8/5/14 08:32, Ronie Salgado wrote:
Hello,
I started working in making some basic bindings for OpenCL using
NativeBoost.
Currently I can run basics OpenCL OpenCL kernels. I tried to generate
quickly
:
We have matrices of size 2000 x 2000. Soon we would like to work with
matrices 2000 x 2000 x 10 000.
Your work on OpenCL is __highly__ important to us
Alexandre
On May 8, 2014, at 4:02 PM, Ronie Salgado ronies...@gmail.com wrote:
Alex,
What is the size of those matrices?
2014
Hi Clément,
There is not a stable version available, in fact Roassal3D requires the
bleeding edge version of NBOpenGL to work, which is producing your error.
Try loading Roassal3D using the following Gofer script, which is available
in the Roassal3D smalltalk hub
is cool and easy for a beginner like me ;-)
But don't get me wrong, I like what you guys are doing !
Sven
On 30 Apr 2014, at 20:32, Ronie Salgado ronies...@gmail.com wrote:
Hi Clément,
There is not a stable version available, in fact Roassal3D requires the
bleeding edge version of NBOpenGL
in Pharo
and also for as an opportunity to take all the low-level graphics out of
Roassal 3D.
When I have something to show, I will be posting it.
Regards
Ronie
2014-04-30 19:43 GMT-04:00 Clément Bera bera.clem...@gmail.com:
2014-04-30 11:32 GMT-07:00 Ronie Salgado ronies...@gmail.com:
Hi
although there is only a
NBGLFragmentProgramARB class
in the system).
2014-03-17 15:55 GMT+01:00 Ronie Salgado ronies...@gmail.com:
Hi Nicolai,
What are your system specs?, specially your graphic card.
Roassal3D requires a graphic card with at least OpenGL 2.0 support. Try
implementation
can be seem, because it overwrites the previous ones.
Another problem is with C++exception handling, is not implemented yet, but
it is possible to support them.
Best Regards,
Ronie
2014-02-21 15:43 GMT-03:00 Göran Krampe go...@krampe.se:
Hey!
On 02/21/2014 06:50 PM, Ronie Salgado
this approach.
I will document all of this more properly later, but I have to go now
because I am in a hurry.
Best regards,
Ronie Salgado
2014-02-21 7:16 GMT-03:00 p...@highoctane.be p...@highoctane.be:
Excellent
That's really a missing block coming to life!
I'll try it this weekend on my
I am proposing the following as a student:
Project idea
Name: Unified Foreign Function Interface
Skill level: Advanced
Possible Mentors: Igor Stasenko / Esteban Lorenzano
Name of the Student: Ronie Salgado
Description:
Because NativeBoost has problems with portability and cannot be used
.
Greetings,
Ronie Salgado
2014-01-28 Pharo4Stef pharo4s...@free.fr
Hi ronie
where can we find the event code that you develop with igor ?
Tx
Stef
a better strategy for the overloaded methods.
WARNING: automatic garbage collection of the C++ classes is not yet ready,
but it will be soon. Downcasting of C++ objects is also not supported yet.
Greetings
Ronie Salgado
to the garbage collector.
Greetings,
Ronie Salgado
2013/12/25 Stéphane Ducasse stephane.duca...@inria.fr
Ronie
I was talking about 3D with Igor (because Igor came to Smalltalk because
he wanted to use it as a game engine and built rendering
engine in Pascal long long time ago :).
So I
planning to discuss this matter with Igor, during my stay at
Lille.
Greetings,
Ronie Salgado
2013/12/26 Alexandre Bergel alexandre.ber...@me.com
Ronie,
You mention libSDL. Do you know how it compares with Cairo? They look
similar, but I could not find a detailed comparison
Alexandre
Le 26-12
of transparency is
supported by the multi-pass lighting models.
Greetings
Ronie Salgado
2013/12/24 Denis Kudriashov dionisi...@gmail.com
Hi
2013/12/24 Alexandre Bergel alexandre.ber...@me.com
el1 := (R3CubeShape new color: (Color purple alpha: 0.2)) element.
el2 := (R3CubeShape new color: (Color
.
Greetings,
Ronie Salgado
2013/12/23 Igor Stasenko siguc...@gmail.com
On 23 December 2013 22:04, Alexandre Bergel alexandre.ber...@me.comwrote:
Hi!
Is there a way to have transparent colors with NBOpenGL?
I’ve tried the following (using Roassal 3d):
-=-=-=-=-=-=-=-=-=-=
| view el1 el2
handling in linux.
Greetings,
Ronie Salgado
(gdb) bt
#0 0xb74ce0e2 in ?? () from /usr/lib/i386-linux-gnu/libpixman-1.so.0
#1 0xb7494f16 in pixman_composite_glyphs_no_mask ()
from /usr/lib/i386-linux-gnu/libpixman-1.so.0
#2 0xb7514222 in ?? () from /usr/lib/i386-linux-gnu/libcairo.so.2
#3
Roassal 3D Its designed to work with OpenGL 2.x, however latest versions
have been tested with OpenGL 4.x. Supporting multiples versions of OpenGL
and taking advantage of the available hardware when possible, its always on
the plans.
Greetings,
Ronie Salgado
2013/12/4 kilon alios kilon.al
to share that OpenGL
context to avoid that round-trip if possible, or use a native window for
the OpenGL stuff, but to that I need to know how pharo graphics are done.
Greetings,
Ronie Salgado
I placed an image in my dropbox which reproduces the problem:
https://www.dropbox.com/s/7bfdpu4eqrmb7vt/crash-NBOpenGL.zip
Greetings,
Ronie Salgado
2013/11/6 Igor Stasenko siguc...@gmail.com
According to dump, it crashes during call to:
0x21d8c8 I NBWndClassEx classunregister:instance
Hello,
I need to know how I can handle a KeyDown and a KeyUp morph event without
automatic key repeating, to be able to setup an object that performs per
frame animation.
For the ones who have worked with SDL, what I need is something like
SDL_EnableKeyRepeat(0, 0)
Greetings,
Ronie Salgado
Thank you,
Its not exactly what I need, but using it I can hack the result that I want
using some dictionary holding the key down state.
Greetings,
Ronie Salgado
2013/8/5 Erwan Douaille douailleer...@gmail.com
I made an example, i guess it's what you need.
Cheat with the keyUp
ExempleKey
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