[Pharo-project] [squeak-dev] Re:NativeBoost and NBOpenGL on Mac?

Lawson English lenglish5 at cox.net
Thu Jan 12 03:29:59 CET 2012



On 1/11/12 3:54 PM, ncalexan wrote:
> On Wed, Jan 11, 2012 at 2:40 PM, Igor Stasenko [via Smalltalk]
> <[hidden email] </user/SendEmail.jtp?type=node&node=4287190&i=0>> wrote:
>
> > On 11 January 2012 20:10, Lawson English <[hidden email]> wrote:
> >> [pharo list added back in for real this time]
> >>
> >> Would it be best to have a VM primitive that actually gives this 
> info in a
> >> cross-platform way since it is going to be more and more useful as 
> time
> >> goes
> >> on?
> >>
> >
> > one big issue with such primitive is lack of options which i able to
> > contol for context i creating.
> > As you may know there's a lot of different options , like
> >  - depth buffer bits, color buffer bits, alpha bits number of back
> > buffers, subpixel antialiazing,
> >  auxuliarry buffers etc
> >
> > as i said before in other posts.. it is really hard to create a
> > primitive which will allow
> > you to control all those options, especially a cross-platform one.
>
> +1.  I have been experimenting with an FFI interface to libSDL, a
> cross-platform game library that abstracts window and context creation
> (as well as input).  It works quite well under Mac OS X but I expect
> there will be more work to make it run smoothly under Windows and
> Linux.
>
> It is my opinion that duplicating such functionality in Squeak/Pharo
> is a poor use of resources.
>

I guess it depends on your definition of primitive and just what it can do.


L.
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