[squeak-dev] Simple Canvas(-like) interface for OpenGL?

Yoshiki Ohshima Yoshiki.Ohshima at acm.org
Mon May 28 16:42:26 UTC 2012


At Sun, 27 May 2012 19:49:31 -0700,
Lawson English wrote:
> 
> Hi. Both the Croquet OpenGL and NativeBoost OpenGL bindings will do what 
> you want.

Ah, I was under the impression that NativeBoost OpenGL bindings is for
Pharo and I did not mention it but it is an requirement that the stuff
should work in the trunk image (with the stock Cog VM).  But I'll
check it out.

> Examples of what you can do with OpenGL on Squeak and Pharo using very 
> simple setup code can be found here:
> 
> http://www.youtube.com/playlist?list=PLD60480623B5B1382&feature=view_all

Before writing the previous email, I tried the tutorials but
"TextureGUI" was giving me a black rectangle so I assumed that it is
not quite ready.  But in the last movie, it appears to be working.
This is good news.  I'll explore it a bit more.

-- Yoshiki

> On 5/27/12 7:11 PM, Yoshiki Ohshima wrote:
> >    Hello,
> >
> > I'm looking for a very simple canvas like abstraction to rotate, scale
> > and translate several dozens of textured rectangles in Squeak on Mac.
> > It seems that I'd require some hardware support to get a reasonable
> > framerate so, I'm looking for an OpenGL-backed implementation.
> >
> > CroquetGL (http://www.squeaksource.com/CroquetGL/) seems almost cover
> > the space but to support textures it seems that the textures depends
> > on the better set of Croquet objects.  GLMorphic
> > (http://www.squeaksource.com/GLMorphic) is Windows only.
> >
> > What would be recommended here?  Maybe if there is a simple way to
> > just add texture support to the CroquetGL's core?
> >
> > Thank you!
> >
> > -- Yoshiki
> >
> >
> 
> 
> -- 
> Squeak from the very start (introduction to Squeak and Pharo Smalltalk for the (almost) complete and compleate beginner).
> https://www.youtube.com/playlist?list=PL6601A198DF14788D&feature=view_all
> 
> 


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