At the risk of complicating matters, I'm also interested in modifying
squirtle so that it could produce batched vertex arrays, instead of
display lists. I'd be interested in contributing to a general effort
to improve/extend/build on squirtle. I have a couple of years of full-
time Python, and some basic OpenGL knowledge which I'm actively
reading and coding to improve upon right now.


On Oct 3, 4:04 pm, David Eyk <[EMAIL PROTECTED]> wrote:
> Has anyone considered merging a module like squirtle 
> (http://www.supereffective.org/?tag=squirtle) in to pyglet to add SVG
> rendering support?
>
> Squirtle already works decently as a drop-in replacement for a Sprite,
> but I would like to see it work at a more basic level, perhaps
> implementing the AbstractImage interface so that it could be used by
> the regular pyglet Sprite, or other libraries that extend Sprite
> (especially Cocos). I don't understand all the GL magic that occurs at
> this level, so I don't even know if this is technically feasible, or
> if it would be as simple as changing SVG.draw() to SVG.blit(). I also
> don't know if it would play nicely with batches and other magical
> optimizations.
>
> It would also be nice to integrate it with pyglet.resource. (Right
> now, you have to pass a full, absolute filepath to the squirtle.SVG
> constructor.)
>
> I'm hoping the supereffective guys are listening to this, because they
> should be in on the discussion. Some open questions that would need to
> be addressed:
>
>  * SVG as Sprite or Image? (Is an SVGImage technically feasible?)
>  * Is squirtle stable/tested enough to include? (0.2.4, but it's being
> used in active production...)
>  * Is anyone willing and able to do it? (I'm willing, but I have no
> understanding of GL.)
>  * Would this support pyglet in its mission to be an incredibly
> awesome multimedia toolkit? (I thought I'd throw in an easy one.)
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