functions. The only thing you need to compile is Squeak code with the
Squeak compiler. All the OpenGL functions are called dynamically via
> Is this a completely unrelated question? You shouldn't need to touch the VM
> to add PBO support.
>
> Addressing the question... John McIntosh has set up nice XCode projects for
> compiling VMs on OS X. However, I'm not sure where he stashes it by
> default. I couldn't find it in the SVN repository on squeakvm.org. You'd
> probably have more success asking the question the Squeak list. Sorry I
> don't have the actual answer.
>
> Cheers,
> Josh
>
>
>
>
> On May 21, 2008, at 3:45 PM, Matthew Chadwick wrote:
>
> Thanks guys. I have built the Squeak VM & plugins for Unix before so I have
> some vague idea of what to do, but I'm currently on a OS X -- is there
> anything I should know about building Squeak for OS X Leopard ? I've
> googled, but the results are scant.
>
> Joshua Gargus wrote:
> (For some reason, David's mail is screwed up in my mail-reader, so I can't
> reply-all. So, I'm responding to this message)
>
> David is correct about massaging the header file (or probably easier, the
> spec for the OpenGL extension you're interested in:
>
http://opengl.org/registry/) so that Squeak can import it. There is some
> good documentation in the class comment of OGLExtManager.
>
> It turns out that ARB_pixel_buffer_object is about the easiest extension you
> could hope to add (nice place to dip your toes in!)... it doesn't require
> any new function definitions (since Croquet already supports
> ARB_vertex_buffer_object), and only defines 4 new constants.
>
> Let us know if you run into trouble,
>
> Cheers,
> Josh
>
>
>
>
>
> On May 16, 2008, at 1:06 PM, David Faught wrote:
> On 5/14/08, Matthew Chadwick <
post@...> wrote:
> there are some features of OpenGL 2.0 I'd like to use (e.g. PBOs). How might
> I go about bringing Croquet's interface to OpenGL up to 2.0 ?
>
> First, carefully read through the page at
>
http://croquetconsortium.org/index.php/OpenGL_in_Croquet> especially the part about the OGLExtManager class comments, and look
> at some of the existing examples.
>
> As I recall, adding the FBO support was a matter of manually
> reformatting parts of the OGL header (.h) files into something that
> looks like the required definitions for Squeak.
>
> Correct, either that or start with the function prototypes in the spec of
> the OpenGL extension you're interested in.
>
> I think someone has
> semi-automated this process, but it's not that hard for just a few
> functions. If you haven't tried it before, fileOut a method or two
> and take a look at the .st or .cs file format. It's not too difficult
> to reformat the proper portions of the standard .h files.
>
> I think I might have PBO code kicking around. I'll check this weekend.
>
> Josh
>
>
> Cheers,
> Dave
>
>
>
>
>
> On May 14, 2008, at 1:57 PM, Matthew Chadwick wrote:
> there are some features of OpenGL 2.0 I'd like to use (e.g. PBOs). How might
> I go about bringing Croquet's interface to OpenGL up to 2.0 ?
>
>
tb@... wrote:
> Hi,
> AFAIK you need at least OpenGL 1.3 because of big textures, but that will
> change to at least 1.4 when Croquet makes more use of shaders.
>
> Cheers...
> thbr
>
>
>
>
>
>
>