On 22 May 2012 14:59, Javier Pimás wrote:
>
>
> On Tue, May 22, 2012 at 8:53 AM, Igor Stasenko wrote:
>>
>> On 22 May 2012 13:39, chadwick wrote:
>> > Success!!
>
>
> Cool! Glad you made it, we need users, because without users pushing code
> just wouldn't make sense.
>
Indeed.
>>
>> >
>> > I
On Tue, May 22, 2012 at 8:53 AM, Igor Stasenko wrote:
> On 22 May 2012 13:39, chadwick wrote:
> > Success!!
>
Cool! Glad you made it, we need users, because without users pushing code
just wouldn't make sense.
> >
> > I started from a freshly downloaded image:
> >
> > 1.
> > Gofer it squeaks
On 22 May 2012 13:39, chadwick wrote:
> Success!!
>
> I started from a freshly downloaded image:
>
> 1.
> Gofer it squeaksource: 'NBOpenGL'; package: 'ConfigurationOfNBOpenGL'; load.
> ConfigurationOfNBOpenGL project lastVersion load.
>
as i said before, don't use #lastVersion.
ConfigurationOfNBO
Success!!
I started from a freshly downloaded image:
1.
Gofer it squeaksource: 'NBOpenGL'; package: 'ConfigurationOfNBOpenGL'; load.
ConfigurationOfNBOpenGL project lastVersion load.
then
2. load NBXLib package from monticello
3. load NBOpengl-X package from monticello
4. changed glXFunctions
On 22 May 2012 06:41, chadwick wrote:
> admittedly I haven't loaded the very latest version!
>
> I tried changing class to clazz & now it fails with Generic Failure at
> NBFFICallout
>
> cdecl: functionSpec emitCall: aCallEmittingBlock options: anOptions
> handleFailureIn: aContext nativeCode: aBl
admittedly I haven't loaded the very latest version!
I tried changing class to clazz & now it fails with Generic Failure at
NBFFICallout
cdecl: functionSpec emitCall: aCallEmittingBlock options: anOptions
handleFailureIn: aContext nativeCode: aBlock
^ NBNativeCodeError signalError: lastError
an
On 22 May 2012 05:19, Javier Pimás wrote:
>
>
> On Tue, May 22, 2012 at 12:05 AM, chadwick wrote:
>>
>>
>>
>> On Tue, May 22, 2012 at 12:17 PM, Javier Pimás
>> wrote:
>>>
>>> Then probably the visualInfo has some problem. The symptom is that
>>> printOn: (inherited from NBExternalStructure) cras
On Tue, May 22, 2012 at 12:05 AM, chadwick wrote:
>
>
> On Tue, May 22, 2012 at 12:17 PM, Javier Pimás > wrote:
>
>> Then probably the visualInfo has some problem. The symptom is that
>> printOn: (inherited from NBExternalStructure) crashes while trying to show
>> the fields. Now try niling the
On Tue, May 22, 2012 at 12:17 PM, Javier Pimás
wrote:
> Then probably the visualInfo has some problem. The symptom is that
> printOn: (inherited from NBExternalStructure) crashes while trying to show
> the fields. Now try niling the visualInfo visual field with code
> (visualInfo visual:nil) to se
Then probably the visualInfo has some problem. The symptom is that printOn:
(inherited from NBExternalStructure) crashes while trying to show the
fields. Now try niling the visualInfo visual field with code (visualInfo
visual:nil) to see if it keeps crashing.
Also, what is the contents of NBXLibVi
On Mon, May 21, 2012 at 10:04 PM, Javier Pimás
wrote:
> Could you put a self halt in NBGLXContextDriver>>createContext: and step
> over line by line to see which one is the offending one?
>
ok the line is:
colormap := display createColormapOn: window visual: visualInfo visual
alloc: AllocNone.
Could you put a self halt in NBGLXContextDriver>>createContext: and step
over line by line to see which one is the offending one?
On Mon, May 21, 2012 at 12:55 AM, chadwick wrote:
> more detail: after I do GLTTRenderingDemo new openInWorld, I tried
> dragging a window around in a circle so as to
more detail: after I do GLTTRenderingDemo new openInWorld, I tried dragging
a window around in a circle so as to get a feel for what the CPU is doing.
The image pauses for increasingly longer times, making the UI unresponsive
during this time, eventually locking up entirely.
On Sat, May 19, 2012 at 2:35 AM, Javier Pimás wrote:
> Well, two things should happen: a native window should be opened which
> shows nothing (context creation should be fixed to not create it), and also
> a morph should be opened in world, rendering some text through opengl.
>
> Does the window g
On 19 May 2012 01:24, Javier Pimás wrote:
> it depends. Sometimes, passing a wrong type of argument through nbffi
> (because of a badly wrapped signature), breaks the VM, almost but not
> completely freezing it while consuming 100% CPU. Maybe this is happening,
> but in that case the native window
it depends. Sometimes, passing a wrong type of argument through nbffi
(because of a badly wrapped signature), breaks the VM, almost but not
completely freezing it while consuming 100% CPU. Maybe this is happening,
but in that case the native window would probably not open.
On Fri, May 18, 2012 at
On 18 May 2012 07:34, chadwick wrote:
>
>>
>> yeah.. but make sure you linking with right 32bit lib.. otherwise you
>> will get things like that.
>>
>
>
> ok I changed the FFI path to OpenGL library to
> /usr/lib32/nvidia-current-updates/libGL.so.1/usr/lib32/nvidia-current-updates/libGL.so.1
>
> a
Well, two things should happen: a native window should be opened which
shows nothing (context creation should be fixed to not create it), and also
a morph should be opened in world, rendering some text through opengl.
Does the window get opened? does the image freeze?
On Fri, May 18, 2012 at 2:34
>
> yeah.. but make sure you linking with right 32bit lib.. otherwise you
> will get things like that.
>
>
ok I changed the FFI path to OpenGL library to
/usr/lib32/nvidia-current-updates/libGL.so.1/usr/lib32/nvidia-current-updates/libGL.so.1
and now
GLTTRenderingDemo new openInWorld.
does some
On 27 March 2012 09:16, chadwick wrote:
> oh god sorry for that call stack ^ !
>
> I just noticed I'm getting this error too:
> ioLoadModule(/usr/lib/nvidia-current-updates/libGL.so):
> /usr/lib/nvidia-current-updates/libGL.so: wrong ELF class: ELFCLASS64
>
> in the console, so it's a 32/64 bit
oh god sorry for that call stack ^ !
I just noticed I'm getting this error too:
ioLoadModule(/usr/lib/nvidia-current-updates/libGL.so):
/usr/lib/nvidia-current-updates/libGL.so: wrong ELF class: ELFCLASS64
in the console, so it's a 32/64 bit thing. I'm on 64bit ubuntu, and I have
ia32-libs inst
On 22 March 2012 03:36, Javier Pimás wrote:
> Can you post more info about the context? Like you were executing, the call
> stack, whatever. Also, check that you have the opengl lib path correctly set
> going to system settings -> FFI.
>
> Also, some things I forgot to mention:
>
> 1. The generate
Can you post more info about the context? Like you were executing, the call
stack, whatever. Also, check that you have the opengl lib path correctly
set going to system settings -> FFI.
Also, some things I forgot to mention:
1. The generated glX functions list has wrong case. All function names
s
...sorry I should add I am on Ubuntu 11.10, using NBCog and the error comes
from NBGlxAPI > NBFFICallout
On Thu, Mar 22, 2012 at 10:43 AM, chadwick wrote:
> I get Error: function unavailable with Pharo1.3 and 1.4, but I probably
> followed the steps wrong. I first loaded a fresh image, then did
I get Error: function unavailable with Pharo1.3 and 1.4, but I probably
followed the steps wrong. I first loaded a fresh image, then did Gofer it
squeaksource: 'NBOpenGL'; package: 'ConfigurationOfNBOpenGL'; load.
ConfigurationOfNBOpenGL project lastVersion load, as per previous
instructions somewh
_
From: pharo-project-boun...@lists.gforge.inria.fr
[pharo-project-boun...@lists.gforge.inria.fr] on behalf of Javier Pimás
[elpochodelage...@gmail.com]
Sent: Wednesday, March 21, 2012 11:51 AM
To: Pharo-project@lists.gforge.inria.fr
Subject: Re: [Pharo-project] Morpheas , bringing Morphic t
pharo-project-boun...@lists.gforge.inria.fr
[pharo-project-boun...@lists.gforge.inria.fr] on behalf of Bernardo Ezequiel
Contreras [vonbecm...@gmail.com]
Sent: Tuesday, March 20, 2012 10:22 AM
To: Pharo-project@lists.gforge.inria.fr
Subject: Re: [Pharo-project] Morpheas , bringing Morphic to Openg
+1
On Wed, Mar 21, 2012 at 11:16 AM, Alexandre Bergel
wrote:
> I think that moat of us appreciate screenshots sent on the mailing list :-)
>
> Cheers,
> Alexandre
>
>
> Le 19 mars 2012 à 10:50, Igor Stasenko a écrit :
>
> > great!
> >
> > On 19 March 2012 16:11, Javier Pimás wrote:
> >> I got s
I think that moat of us appreciate screenshots sent on the mailing list :-)
Cheers,
Alexandre
Le 19 mars 2012 à 10:50, Igor Stasenko a écrit :
> great!
>
> On 19 March 2012 16:11, Javier Pimás wrote:
>> I got some time and finished commiting it.
>>
>> Steps to load it (I tested with pharo
great!
On 19 March 2012 16:11, Javier Pimás wrote:
> I got some time and finished commiting it.
>
> Steps to load it (I tested with pharo 1.3):
>
> 1. load NBOpenGL with its configuration.
> 2. load NBXLib package from monticello
> 3. load NBOpengl-X package from monticello
>
> Then you can run t
I got some time and finished commiting it.
Steps to load it (I tested with pharo 1.3):
1. load NBOpenGL with its configuration.
2. load NBXLib package from monticello
3. load NBOpengl-X package from monticello
Then you can run the example (you'll need tahoma font):
4. add the patch I attach.
5.
On 31 January 2012 17:47, Lawson English wrote:
> On 1/31/12 9:03 AM, Igor Stasenko wrote:
>>
>> On 31 January 2012 14:57, dimitris chloupis wrote:
>> [...]
>>
>> Is there any documentation anywhere even partial for NBOpenGL that I can
>> use
>> ? (google does not return anything )
>>
>> since it
On 1/31/12 9:03 AM, Igor Stasenko wrote:
On 31 January 2012 14:57, dimitris chloupis wrote:
[...]
Is there any documentation anywhere even partial for NBOpenGL that I can use
? (google does not return anything )
since it is a direct binding to opengl, do not expect any documentation on it.
it i
On 31 January 2012 14:57, dimitris chloupis wrote:
>> yes this is just that we got instability on jenkins windows slave
>
> aha no problemo I can wait
>
>> there is windows build, just check downloads page of NB project site.
>
> oups I missed the obvious one , hehe
>
>> Yes, because for linux we
On 31 January 2012 16:53, Javier Pimás wrote:
> Hi! IIRC: Two months ago the code was working on windows but needed some
> modifications to create the contexts on the other platforms. Probably Igor
> did that for mac now, and maybe even linux, but I have to test. I remember I
> was working on the
Hi! IIRC: Two months ago the code was working on windows but needed some
modifications to create the contexts on the other platforms. Probably Igor
did that for mac now, and maybe even linux, but I have to test. I remember
I was working on the NBXLib wrapper so that context creation can be done
wit
> yes this is just that we got instability on jenkins windows slave
aha no problemo I can wait
> there is windows build, just check downloads page of NB project site.
oups I missed the obvious one , hehe
> Yes, because for linux we don't have an opengl initialization yet.
> Javier were worki
On 31 January 2012 10:29, dimitris chloupis wrote:
> I wanted to ask if NB and COG will support windows as well, I see no windows
> build.
there is windows build, just check downloads page of NB project site.
>
> and here we go with first problem. I am in linux mint 12 32 bit with a
> graphic car
Igor Stasenko wrote:
someone please lend me the day-stretcher , to have 48 hours/day :)
Here is a start...
http://www.stevepavlina.com/blog/2005/10/polyphasic-sleep/
You might not have time to read the whole diary, so after the intro you
can skip to the end...
http://www.stevepavlina.com/b
Le 30/01/2012 16:29, Igor Stasenko a écrit :
> someone please lend me the day-stretcher , to have 48 hours/day :)
Ask to French politicians, they can work up to 72 hours a day,
commulating different political positions. They are supermen!
Sorry can't resist.
Hilaire
--
Dr. Geo -- http://www.
On Jan 31, 2012, at 10:29 AM, dimitris chloupis wrote:
> I wanted to ask if NB and COG will support windows as well, I see no windows
> build.
yes
this is just that we got instability on jenkins windows slave
>
> and here we go with first problem. I am in linux mint 12 32 bit with a
> grap
> I am not proposing to help with coding your actual project,
> i just providing a support for
> NativeBoost and NBOpenGL, in case if you choose them to use.
I did not say that. I thought you thought I was asking for help with the
coding.
Yeap that exactly what I asked from you, support on NB
On 30 January 2012 17:42, dimitris chloupis wrote:
> No No No I am not asking you to code a line for me or anyone else in
> here. I am not fishing for coders , or want people to code for my "super
> cool" project . At least not until I can provide substantial code to back up
> my claims.
>
you back something as good u one
of the things you have given us.
From: Igor Stasenko
To: Pharo-project@lists.gforge.inria.fr; dimitris chloupis
Cc: Janko Mivšek
Sent: Monday, 30 January 2012, 17:29
Subject: Re: [Pharo-project] Morpheas , bringing Morphic t
y concetration is Morpheas and how well opengl can work
> inside Pharo.
>
> So anyone who can help me with an advice or a couple of links will provide
> me with some very valuable help.
>
>
>
> From: Janko Mivšek
> To: Pharo-project@lists.gf
or a couple of links will provide me
with some very valuable help.
From: Janko Mivšek
To: Pharo-project@lists.gforge.inria.fr; dimitris chloupis
Sent: Monday, 30 January 2012, 15:58
Subject: Re: [Pharo-project] Morpheas , bringing Morphic to Opengl (3d GUIs)
Hi Dimitri
Hi Dimitris,
Your Ephestos sounds promising, can you post some screenshot as well or
is too early? Also, can you explain us Proteas and Orpheas ...
Best regards
Janko
S, dimitris chloupis piše:
> I have started my first project with Pharo (and hopefully Squeak too)
> called "Ephestos" .
>
> ht
I have started my first project with Pharo (and hopefully Squeak too) called
"Ephestos" .
http://www.squeaksource.com/ephestos.html
Ephestos is divided into 3 areas/ elements / concepts : a) Morpheas b) Proteas
c) Orpheas
Morpheas is an effort to bring Morphic to OpenGL and to implement 3d g
48 matches
Mail list logo