On Sat, Sep 25, 2010 at 6:53 PM, Steve <[email protected]> wrote: > I just spent a summer working with Cocoa and I think I could be of > some assistance with the Cocoa port. It hasn't been updated since last > March, though, and there doesn't appear to be any kind of public to-do > list. Can anyone post a quick update of what needs to be done at this > point? >
Pretty much everything, I am afraid. When I stopped working on it, it only had basic windowing, events, opengl context and fonts. All of the above need further polishing and testing, and some of the multi-monitor stuff probably needs a complete reworking. A Cocoa image loader would be nice too - Cocoa supports a ridiculous number of image formats out of the box, via Quicktime. IIRC pyglet already has a quicktime image codec, but the cocoa backend doesn't really need that to be separate. As is it while run simple examples, though, so that is something ;) (Unrelated: I'll have a super-moddable point-and-click pyglet-based > adventure game to show you guys around November. It's called SPACE > TRAIN!) Looking forward to it! -- Tristam MacDonald http://swiftcoder.wordpress.com/ -- 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.
