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

Igor Stasenko siguctua at
Sat Jan 14 19:20:12 UTC 2012

On 14 January 2012 20:14, Lawson English <lenglish5 at> wrote:
> 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.

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>  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.

Best regards,
Igor Stasenko.

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