Ian, I read the text, and I'll just reiterate that I don't think that your
use case is what the greater community would benefit from.  We agree that
option 3 is the way forward, so I'm happy we have some common ground.

On Tue, Mar 21, 2017 at 12:31 PM, Ian Mallett <i...@geometrian.com> wrote:

> ​​Hi,
>
> On Mon, Mar 20, 2017 at 11:55 PM, René Dudfield <ren...@gmail.com> wrote:
>
>> There are few people on this mailing list which have a lot of knowledge
>> about GPU rendering, and Ian is definitely one of them. I think he was
>> genuinely trying to be helpful. His claim isn't even controversial - GPU,
>> ASIC, and CPU rendering all have different trade offs. As do game libraries
>> like pygame.
>>
> On Mon, Mar 20, 2017 at 5:18 PM, Leif Theden <leif.the...@gmail.com>
> wrote:
>
>> Ian, you are really trying to make the case that a software renderer
>> making simple shapes around the on the screen is better than a GPU?  Why
>> then are basically all games these days using a GPU?  Please, don't answer
>> it, because I'm not sure if you are trolling or not, and don't want to risk
>> derailing the tread with this...honestly quite ludicrous assertion you've
>> made.  The proof is in the pudding, so to speak, and the pudding is
>> certainly not software rendering anything.
>>
> Thanks René! And to clarify: (1) Leif, the answers to your objections are
> in that wall of text, which is of course why I wrote it. (2) I do not
> troll. (3) You're right that if hardware acceleration is off the table,
> then this conversation is orthogonal here. But, it's unclear to me if it
> *is* off the table.
>
> At the risk of over-simplification, but in the interest of moving the
> conversation forward, let's try to put the current issues in context. As I
> understand it, the proposals vis-à-vis SDL2 are:
>
> 1: Do nothing
>
> 2: (Progressively) integrate SDL2 patch into existing pygame with goal of
> eventual SDL1/SDL2 compile option (René and Lenard OP, many detailed
> variations)
>
> 3: Transition (as above or rewrite) to use SDL2 only (various)
>
> . . . any of which implemented with the following options, which are not
> necessarily mutually incompatible:
>
> A: Share/relicense pygame_sdl2
> B: Expose a different API designed for performance (for graphics
> especially)
> C: Base largely on hardware acceleration for performance
>
> D: Expose new SDL2 features in the pygame API
>
> ​. . . and under the following serious constraint, which I think is
> accurate:​
> On Tue, Mar 21, 2017 at 6:27 AM, Leif Theden <leif.the...@gmail.com>
>  wrote:
>
>> Let's be realistic, there are very few people who have the will or
>> ability to deal with the pygame code base
>> ​​
>>
>
> I'll keep my opinion short: personally, I'm okay with any proposal, 1, 2,
> or 3, though I'd pick 3 over 2, despite being a bit dangerous. At the same
> time, I think option B implies we want to leave our niche (which I'm
> vaguely against) and option C is implausible (again, for our niche). Saving
> work is preferable, but otherwise I don't know enough to say anything about
> A. I support D.
>
> Ian
>

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