On Dec 7, 2007 4:12 PM, brian.grogan.jr <[EMAIL PROTECTED]> wrote: > @Nathan: > > Yes, I know all about that common fix and it works just fine. But the > question is, is typing out this: > > glEnable(GL_BLEND) > glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) > > at the beginning of all your Pyglet programs really that easy and > intuitive? Shouldn't you just be able to load up your PNG and it shows > up the way you want it to? What if you hadn't noticed this snippet in > the tutorial code?
Heh, well for a beta, I don't mind much at all. I've gotten more help from the pyglet docs and this mailing list in the last two weeks than I have from the pygame and its documentation in two years. Not to mention that no one on pygame cared whether I could get it working or not on OS X AND there hasn't been a release of any kind for 2.5 years. I respect Phil Hassey, but so far my pyglet experience has been like heaven in comparison to pygame. Fixes in SVN in a matter of hours or minutes? Cool! No external dependencies that I have to install? Cool! It uses OpenGL instead of SDL? Cool! It works on OS X Leopard? Cool! It appears (now maybe I'm reading this wrong -- no offense intended) that you are arguing from a position that the pyglet mainainers have finalized everything and they're never going to change anything. I doubt that's the case. You'd probably get more traction if you posed your feature requests as suggestions instead of rants. (Or maybe I'm just misreading your tone. It's notoriously difficult to pinpoint the tone someone is using when you are not used to their writing style) Richard already stated that he and Alex agree with you. (I'm assuming Richard is one of the pyglet devs?) With that in mind, good implementation suggestions or patches will get you what you want quicker than trying to convince the rest of us on the list. By the way, I made the 2-line suggestion thinking to help you get your program working, not because I'm advocating it as the best way to do things. I happen to agree with the point you're trying to make (easy access to common features without directly touching OpenGL). > > ... and code is always welcome in an Open Source project written by > > volunteers :) > > I absolutely agree. But only a chosen few volunteers have SVN commit > access. So "svn diff" and submit the patch! The turnaround times on this list have been amazing! If it's commit access you're looking for, you'll be more likely to get it by systematically submitting useful contributions. I've been very pleased with my pyglet experience so far and plan to convert my pygame projects to use pyglet ASAP. Thanks all!!! Two of my friends and my brother have all started using pyglet because they liked it so much when I showed it to them. If pyglet were a public company, I'd buy stock. :-) ~ Nathan --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
