Hi, I think that's probably enough work for 3 months.
You should include time in your proposal for fixing any major bugs, and for getting it working on different platforms(windows, linux, etc). Perhaps loading and displaying a specific type of model would be good. I think a basic format like obj would be a good one to load, and display. There's already python, and C code around the place which you might be able to use (assuming the licence is compatible with pygame). Feel free to send Marcus, Nirav, and I your proposal for feedback -- or send it to the mailing list if you like. Also, a note for all people making proposals for pygame... since there's been heaps of interest this year, I think we can only have two/three accepted proposals(depending on how generous google/PSF are). So it's in your interest to also make a separate proposal about another subject. On Wed, Mar 25, 2009 at 2:59 AM, Kurucsai Istvan <[email protected]> wrote: > I am thinking about wrapping sdl-tinygl, implementing/wrapping/simply > using a model loader (depending on the availabity of libraries for the > chosen format) and creating the drawing code. Is this enough for the > project or should I include other things in my proposal too (scene > graphing, special effects, something else)? > > -- > Regards, > Istvan Kurucsai mailto:[email protected] > > > indeed. Note that this is a software 3d engine though... not hardware > opengl. > > > cu, > > > > On Fri, Mar 20, 2009 at 3:10 PM, Zack Schilling > > <[email protected]> wrote: > >> One of the most important things for an OpenGL - Python interface is > good > >> support for VBOs, PBOs and FBOs. It's very important to wrap as much of > the > >> data handing as possible to ensure there are ways for Python developers > to > >> update massive models without having to push 100,000 vertices from their > >> Python code to the C wrapper and then to the GPU. > >> > >> -Zack > >> > >> On Mar 19, 2009, at 11:48 PM, René Dudfield wrote: > >> > > >
