Since my work these days involves cross platform coding on Mac OSX, Linux and Windows, and having a MacBook Pro as the main development machine, I thought it could be convenient to have the three operating systems installed on a triple boot configuration. Running Linux and Windows inside OSX with a Virtual Machine could be an alternative solution, but doing opengl development and testing in the VM might be tricky (although Parallels VM seems ok, for games at least). I eventually decided to take the route of three separate installs (Ubuntu Linux 10.04, OSX Snow Leopard 10.6.4 and Windows 7 Ultimate) on the same machine. After gathering some information online and working through the required installation steps of each system, I eventually got everything working quite well.
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Triple boot Mac 3 comments
Processing Android events 2 comments
There are a couple of upcoming Processing for Android workshops I’ll be taking part of, introducing the new A3D renderer which has been in the works for the last few months. One is called “Fast 3D graphics in Processing for Android” at the “Processing.Android: Open Source for Mobile Innovation” symposium (in just a few days in Chicago). The second is the workshop “Introduction to Processing on Android devices”, which I’ll be co-teaching together with Jihyun Kim as part of the courses programming of Siggraph Asia 2010, in Seoul this December. See the details below.
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Building GStreamer on OSX 39 comments
Currently, the most convenient way to generate GStreamer binaries for Mac is to use the MacPorts build system. It automatically handles dependencies and patches, and it is kept well up-to-date. However, the main disadvantage of MacPorts is that the resulting GStreamer libraries are meant to be placed inside a specific location in the disk, usually /opt/local, which makes difficult to bundle them into 3rd party applications and also requires separate installs to deploy GStreamer on the end user’s machine. The reason for this problem is that the compilation process in MacPorts hard-codes the absolute paths of the dependencies into the binaries and/or libraries. The methods and scripts described below allow one to modify the GStreamer binaries built with MacPorts so they contain only relative references to dependencies, thus facilitating the integration of GStreamer with 3rd party applications on Mac OSX. These scripts and accompanying documentation are already part of the OSSBuild distribution.
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GSVideo 0.7 49 comments
After more than one year in the works, the version 0.6 of GSVideo finally comes out as… 0.7! (I felt that naming the final package as 0.6 after a string of things such as 0.6-pre0, pre1, pre2, pre3, pre4 and pre5 lacked a certain sense of novelty :-) ). In any case, this release has been possible by the contributions of many users and developers, who suggested numerous improvements and pointed out bugs and errors. The package is now split according to the OS platform, click on the following links to grab the version for Linux, Mac (Snow Leopard only , sorry Leopard version still not ready) and Windows.
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GLGraphics 0.9.4 24 comments
The version 0.9.4 of the GLGraphics library is available for download. This release is very significant because it incorporates a number of improvements and fixes suggested over the last few months by users of the library (enhanced Cg and GLSL shader support is one of such improvements), and also because this is the last release before the integration with the ongoing work I’m doing in the 3D renderer for Processing Android. For a full list of changes, fixes and issues please take a look at the release notes.
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