Saga of trying to integrate IDE with OpenGL continuesRe: [Pharo-project] [squeak-dev] Re:NativeBoost and NBOpenGL on Mac?

Lawson English lenglish5 at
Sat Jan 14 19:14:33 UTC 2012

Sounds good.

BTW, the trend of popularity continues. This latest video  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.

Games, GUI testing, algorithmic and other technical visualization. 
Cobalt/Croquet integration, etc. Lots of potential here.


On 1/14/12 7:22 AM, Igor Stasenko wrote:
> On 14 January 2012 07:12, Lawson English<lenglish5 at>  wrote:
>> 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.

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