See details at http://wiki.squeak.org/squeak/6003.
Thanks Goran for providing hosting for files.
Try it out, any comments and help are appreciated. Don't blame me if something not working, its in alpha stage. :)
Hm ... doesn't quite work for me here. See attached screenshot.
Cheers, - Andreas
Igor Stasenko wrote:
See details at http://wiki.squeak.org/squeak/6003.
Thanks Goran for providing hosting for files.
Try it out, any comments and help are appreciated. Don't blame me if something not working, its in alpha stage. :)
Nice mess! :)
possible reasons: - bad depth of rendered forms (currently i convert all to 32bpp) - your OpenGL library is too old and don't support textures with non power of 2 dimensions.
OpenGL 2.0 supports non power of two textures by default. Earlier versions must have extension which support nonp2 textures.
On 24/08/07, Andreas Raab andreas.raab@gmx.de wrote:
Hm ... doesn't quite work for me here. See attached screenshot.
Cheers,
- Andreas
Igor Stasenko wrote:
See details at http://wiki.squeak.org/squeak/6003.
Thanks Goran for providing hosting for files.
Try it out, any comments and help are appreciated. Don't blame me if something not working, its in alpha stage. :)
Igor Stasenko wrote:
possible reasons:
- bad depth of rendered forms (currently i convert all to 32bpp)
How do I find out and how would I fix it?
- your OpenGL library is too old and don't support textures with non
power of 2 dimensions.
You mean ARB_texture_rectangle? Indeed, it doesn't support that. Which has nothing to do with "oldness" btw, the box isn't even a year old. It's just a very cheap 3D chip. I'd really recommend to gracefully fall back to pow2 textures if rectangular textures aren't supported.
OpenGL 2.0 supports non power of two textures by default. Earlier versions must have extension which support nonp2 textures.
Are you planning to require 2.0? That'll cut your potential audience rather quickly ...
Cheers, - Andreas
On 24/08/07, Andreas Raab andreas.raab@gmx.de wrote:
Igor Stasenko wrote:
possible reasons:
- bad depth of rendered forms (currently i convert all to 32bpp)
How do I find out and how would I fix it?
Try to play with GLCanvas>>image: form at: aPoint sourceRect: sourceRect rule: rule by using different forms, with different depth/extents:
| canv | canv := GLDisplayScreen testCanvas. canv dimensionsChanged. canv image: form at: 0@0 sourceRect: (0@0 corner: w@h) rule: 0. canv ogl glFlush.
I want to know, is this a problem with non power of 2 or somethings else.
I could write a tests in GLTests someday to check texturing support.
- your OpenGL library is too old and don't support textures with non
power of 2 dimensions.
You mean ARB_texture_rectangle? Indeed, it doesn't support that. Which has nothing to do with "oldness" btw, the box isn't even a year old. It's just a very cheap 3D chip. I'd really recommend to gracefully fall back to pow2 textures if rectangular textures aren't supported.
No, its different extension. http://oss.sgi.com/projects/ogl-sample/registry/ARB/texture_non_power_of_two...
OpenGL 2.0 supports non power of two textures by default. Earlier versions must have extension which support nonp2 textures.
Are you planning to require 2.0? That'll cut your potential audience rather quickly ...
I have access to two PC's, both are 3+ years old and both have GL 2.0 support. But you are right that better to support older versions too.
by Derek O'Connell Aug 24, 2007; 11:41am :: Rate this Message: (use ratings to moderate[?])
Hi Sig, I'm off away today so can't spend much time on it but I installed it on a fresh squeak-dev image (sq3.9-7067dev07.08.1.zip). Here my spec's...
WinXP Home SP2 Mobile AMD64 3000+ ATI MOBILITY RADEON X700 x86/MMX/3DNow!/SSE2 (64Meg) OpenGL 2.0.6590 WinXP Release glinfo-report.htm
With default squeak-dev windows, minimised, plus a workspace and
transcripter, I >enabling then disabled no problem. I then enabled again and tried dragging some windows >around but the pointer disappears on mouse-down and there are no display updates while
dragging so no idea where I'm dragging to. However once mouse
released then window >appears in dragged-to position.
Yes i disabled updating while draggin, because it requires an overlay support (which is not done yet). I plan to implement a caching canvas which will work by using FBO. Morph carried by hand (when you dragging it) is rendered on cached surface and then is drawn as overlay on main surface.
Next I disabled, opened objects window and dragged out: MovingEye,
Blob x2, >BouncingAtoms x2, Flasher x2 and a TrueTypeBanner and enabled. TrueTypeBanner >disappears, Flashers are non-smoothed (become 8-sided) but the blobs now have a nice >shaded effect and folds show up :-). Fonts elsewhere look ok but I suspect existing >bitmaps are used. Balloon text was at first garbage but ok after a few enable-disable >cycles. I could tell by square borders and fan-speed ramp-up that GL was indeed working. >To double check I disable and drag out a FrameRate morph. Now when enabled the >FrameRate morph text is a solid block of colour, occasionally showing a character (but
where a number should be displayed). I suspect NPO2 is not the
problem and maybe you >are using MS function to render text? I specifically remember MS text rendering to be >problematic when I tried it years ago. I'll try to dig out any notes I have when I get back >next week.
Yes, there are many issues with morphs. Mainly because they written in style assuming that they drawn by software blitter. I didn't tested much of morphs, just basics by now. In my image baloon text rendered as garbage too. :) There are issues with font rendering and bitmap formats used by squeak, which need to be translated before GL can use them as textures/bitmaps , like byte order in word, bit order in byte e.t.c.
Bringing up the world menu shows corrupted text (expected) in the
menu itself and now >elsewhere, such as the Objects dialog and in the workspace.
If fonts corrupted, you can use Display getCanvas flushCache. It can help, because it frees all cached glyphs and reloads textures for all used fonts again.
On disabling I just about catch the FrameRate morph reporting ~107fps
before dropping >back to ~25fps.
Good start!
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