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:
> >>
>
>
>

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