Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-15 Thread Stéphane Ducasse
> Hi > > Wanted to let you know that the GLTTRenderingDemo is working again on Windows. > Thanks a lot for your effort! Ricky Now you should really think that JB is doing that on his free time. He is not payed for doing that. We should work on Python security and Moose Python. So what I wan

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-15 Thread Richard Wettel
Hi Wanted to let you know that the GLTTRenderingDemo is working again on Windows. Thanks a lot for your effort! Ricky On Thu, Nov 14, 2013 at 6:14 PM, Tudor Girba wrote: > Thanks a lot for looking into this. We will check tomorrow when we are > back in front of a Windows machine, and let you

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-14 Thread Tudor Girba
Thanks a lot for looking into this. We will check tomorrow when we are back in front of a Windows machine, and let you know how it works. Cheers, Doru On Thu, Nov 14, 2013 at 4:57 PM, Jean Baptiste Arnaud < jbaptiste.arn...@gmail.com> wrote: > Good news everyone: > bug fixed and integrated in 3

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-14 Thread Jean Baptiste Arnaud
On Nov 14, 2013, at 5:39 PM, Ronie Salgado wrote: > Still having problems with NBOpenGL under Linux. > > First I'm getting a message not understood for NativeBoostConstants > mac32PlaformId under NBMacGLContextDriver>>supportsCurrentPlatform. Its fixed > by adding the missing 't' to mac32Plaf

[Pharo-users] NBOpenGL on Pharo 3.0

2013-11-14 Thread Torsten Bergmann
Jean Baptiste Arnaud wrote >Good news everyone: > bug fixed and integrad I also merged the #12161 issue that is now also in Pharo 3.0#30573 into the official "NativeBoost-Win32" package on STHub so it will not appear again when next NB version comes out or is loaded into the image. Thx T.

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-14 Thread Jean Baptiste Arnaud
Good news everyone: bug fixed and integrated in 3,0 573 I am open for new feedback. On Nov 14, 2013, at 2:56 PM, Igor Stasenko wrote: > > > > On 14 November 2013 14:25, Jean Baptiste Arnaud > wrote: > Yes the fix is not integrated yet. > NBWndClassEx should not be a variable subcla

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-14 Thread Igor Stasenko
On 14 November 2013 14:25, Jean Baptiste Arnaud wrote: > Yes the fix is not integrated yet. > NBWndClassEx should not be a variable subclass anymore. This part should > be checked with Igor. > > NBWndClassEx>>#initialize > self cbSize: (self class instanceSize). > and not self basicSize. > > ah, y

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-14 Thread Jean Baptiste Arnaud
Yes the fix is not integrated yet. NBWndClassEx should not be a variable subclass anymore. This part should be checked with Igor. NBWndClassEx>>#initialize self cbSize: (self class instanceSize). and not self basicSize. You can rebuildField accessor too (class side on every NBExternalStr

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-14 Thread Tudor Girba
Hi, As I understand there are still some things to be integrated in NativeBoost. Indeed, I just tried now with Ricky, and version 3.0 of NBOpenGL crashes the VM (on Win 7) when doing: GLTTRenderingDemo new openInWorld. Could you point us to the NativeBoost fix to see if it works? Doru On Thu,

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-14 Thread Jean Baptiste Arnaud
Should work after integration. Configuration updated. Need fix review for integration in nativeBoost, will do that with igor this afternoon. On Nov 14, 2013, at 12:58 PM, Jean Baptiste Arnaud wrote: > ok I have openGL work on my windows 7 machine. > I will update the configuration. But I nee

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-14 Thread Jean Baptiste Arnaud
ok I have openGL work on my windows 7 machine. I will update the configuration. But I need to publish also a fix in NativeBoost win. This bug is the same related to the VM crash in Pharo dev : [Pharo-dev] NBOpenGL VM crash. I open a bug entry. When It will be integrated. Window should work well

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-14 Thread Stéphane Ducasse
so richie have a look at the repository and load the latest version to see if they work (not using the configuration). This is what we will try here (chile). Stef On Nov 14, 2013, at 9:58 AM, Richard Wettel wrote: > Thanks everyone! That would be great. > Looking forward to having NBOpenGL u

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-14 Thread Richard Wettel
Thanks everyone! That would be great. Looking forward to having NBOpenGL up and running again. Cheers Ricky On Thu, Nov 14, 2013 at 2:29 AM, Stéphane Ducasse wrote: > >> Right now it cannot even be loaded into 3.0. > But update is simple (i think JB did that already, just not published?). > >

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-13 Thread Stéphane Ducasse
>> >> Right now it cannot even be loaded into 3.0. >> But update is simple (i think JB did that already, just not published?). > Grrr, all my code are published ^^. Where? When did you announce it? Sorry but how can you expect guys from the other part of the planet to know it. Communication in op

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-13 Thread Jean Baptiste Arnaud
On Nov 13, 2013, at 2:29 PM, Igor Stasenko wrote: > > > > On 13 November 2013 11:32, Stéphane Ducasse wrote: > JB can you read and reply to this mail? > >> Hi >> >> What Doru wrote pretty much sums it up. >> >> CodeCity under VW was based on JUN, which provided a programmer-friendly API

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-13 Thread Igor Stasenko
On 13 November 2013 11:32, Stéphane Ducasse wrote: > JB can you read and reply to this mail? > > Hi > > What Doru wrote pretty much sums it up. > > CodeCity under VW was based on JUN, which provided a programmer-friendly > API built on top of OpenGL. Since there is no such thing under Pharo, when

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-13 Thread Stéphane Ducasse
JB can you read and reply to this mail? > Hi > > What Doru wrote pretty much sums it up. > > CodeCity under VW was based on JUN, which provided a programmer-friendly API > built on top of OpenGL. Since there is no such thing under Pharo, when I > later started to work on CodeCity under Pharo,

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-13 Thread Richard Wettel
Hi What Doru wrote pretty much sums it up. CodeCity under VW was based on JUN, which provided a programmer-friendly API built on top of OpenGL. Since there is no such thing under Pharo, when I later started to work on CodeCity under Pharo, I needed to learn about how to program directly to OpenGL

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-13 Thread Tudor Girba
Hi, I guess that what Ricky is asking is what changed between NBOpenGL 2.0 and 3.0 such that this does not work anymore on Windows. The fact that he mentioned 64 bits is not relevant for this discussion :). I also guess he wants to put some effort into understanding this as well but he needs a bi

Re: [Pharo-users] NBOpenGL on Pharo 3.0

2013-11-12 Thread Stéphane Ducasse
Richard you should have a look at ROASSAL 3d because ronie improved the shadder part (no more assembler) and his code should be split in two and one part should go to NBOpenGL. Now he is experiencing some problem with NBOpenGL on windows as you. NativeBoost does not work on 64 bits. Yet but igo

[Pharo-users] NBOpenGL on Pharo 3.0

2013-11-12 Thread Richard Wettel
Hi CodeCity, the project I am working on is based on NBOpenGL. I'd like to start working on it using Pharo 3, but it seems that NBOpenGL does not work yet with Pharo 3.0. I downloaded from jenkins the latest image with Pharo 3 and tried to execute the following code on Windows 7, 64 bits: GLTTRe