<div dir="ltr"><div><div><div><div>Nikolay Suslov wrote:<br><pre>>David Faught wrote:
>
>><i> ... the Procedural Textures Croquet/OpenGL/GLSL</i><i> project.<br>>> ...<br><br></i>> The code is available at Open Cobalt source code repository (<br>> <a href="http://croquet-src-01.oit.duke.edu:8886/Contributions.html">http://croquet-src-01.oit.duke.edu:8886/Contributions.html</a>) as
> Tweak-OpenGL-daf.11.mcz.
>
> It will be good, if we could again have it running on top of recent Squeak
> 4.4 image. OpenGL from Croquet is working in current Squeak, but TweakCore
> could not be loaded any more.
<br>Because of the Tweak used in this project, the quickest, easiest way to<br>resurrect it would be to use a base of OpenQwaq or Cobalt. Rewriting the UI<br>to use Morphic would not be too hard though, for a single user environment.<br>
</pre><pre>>><i> Time to redo it in WebGL anyway!
</i>><i> Yes, and what is about WebGL shader's generator being running on Smalltalk </i>side?</pre>I'm not sure what you mean by this. The OpenGL code to compile and run shaders<br></div>was used by this Procedural Textures project and by the Avatar animation part of<br>
</div>Cobalt (and probably in OpenQwaq too?) As far as I am concerned, this should be<br>part of the current OpenGL package. And FBO support too!<br><br></div><div>Or are you talking about OpenGL/ES, which is what WebGL is based on? My impression<br>
</div><div>is that this is a subset of the full OpenGL. Maybe Squeak support of OpenGL<br></div><div>should be modeled on OpenGL/ES instead of the full OpenGL??<br></div><div><br></div>The only API I know of for WebGL is in Javascript, so maybe Amber would be an<br>
</div><div>approach. (<a href="http://amber-lang.net/">http://amber-lang.net/</a>)<br><br></div><div>Cheers,<br></div><div>Dave<br></div></div>