Saga of trying to integrate IDE with OpenGL continuesRe:
[Pharo-project] [squeak-dev] Re:NativeBoost and NBOpenGL on Mac?
Igor Stasenko
siguctua at gmail.com
Sat Jan 14 19:20:12 UTC 2012
On 14 January 2012 20:14, Lawson English <lenglish5 at cox.net> wrote:
> Sounds good.
>
> BTW, the trend of popularity continues. This latest video
> http://www.youtube.com/watch?v=F5GHRaIwCS4 has had 45 views since I put it
> up yesterday and the first video on that topic is now at 145 views (my most
> popular video took 2 months to get that many views). Once you get NBOpenGL
> and GLDisplay cross-platform, I suspect there will be a rather large number
> of OpenGL programmers testing how it works.
>
I know that graphics attracts a lot of people. A good (and working)
graphics solution attracts even more
brave and adventurous souls. Been there, swam there a lot :)
> Games, GUI testing, algorithmic and other technical visualization.
> Cobalt/Croquet integration, etc. Lots of potential here.
>
>
> L.
>
>
> On 1/14/12 7:22 AM, Igor Stasenko wrote:
>>
>> On 14 January 2012 07:12, Lawson English<lenglish5 at cox.net> wrote:
>>>
>>> http://www.youtube.com/watch?v=F5GHRaIwCS4
>>>
>>> nowhere near where it could be. With NBOpenGL and GLDisplay, things would
>>> be
>>> much snappier and easier. Of course, at this point, we need to start
>>> discussing how to integrate OpenGL errors into the squeak debugging
>>> system
>>> so that the IDE remains stable...
>>>
>> well, one of the ideas is to use fallback display in case of openGL
>> error(s).
>> And render not to GL context but to bitmap. Then you can actually use
>> debugger to debug GL calls step by step
>> without interfering with GL stack/state.
>> Another approach would be to create a separate GL context and use it
>> for debugger. But then you need to keep an eye
>> for switching active contexts at right moment.
>>
>>> L.
>>>
>
>
--
Best regards,
Igor Stasenko.
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