sorry to be a wet blanket, but...

Barry Wark wrote:
> going "native" for rendering would allow mpl
> to integrate more smoothly with the rest of the 2D and 3D 

MPL is really only a 2D system -- there's been talk of the next 
generation version building 3D in, but we're really not there yet.

 > ability to offload rendering and/or coordinate
> transformation to the graphics card, 

With the multi-backend paradigm, it's really hard to truly take 
advantage of this kind of thing -- optimum performance on any given 
platform is just not going to happen.

> ability to easily produce output
> in any of the CoreImage supported formats,

That's nice, but again, a bit out of sync with the cross platform nature 
of MPL.

  ability to incorporate
> transparency and alpha blending within the view hierarchy, ability to
> combine media (QuickTime, OpenGL, and Quartz) in layers (the real
> purpose of the CoreAnimation engine), 

again -- very platform specific.

In short, CoreGraphics is the obvious choice for a Mac-only tools, but 
the advantages are greatly reduced for a platform and back-end 
independent tool like MPL. Which isn't to say that the Cocoa back-end 
isn't a good idea -- but the primary reason for it that I see is to be 
able to integrate with PyObjC apps.

Really, Agg (or Cairo, if we didn't have those pesky licensing issues) 
is a great way to go for a tool like MPL. It rally keeps things platform 
independent.

If MPL does go 3D in the future, then OpenGL is probably the way to go 
too -- it's more or less the same everywhere.

-Chris



-- 
Christopher Barker, Ph.D.
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