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
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