No worries. Since planar is purely a math project, OpenGL kung fu
won't be necessary. I will be building some 2D vg stuff on top of
planar, but I'd like to keep it in a separate library. So planar is
"presentation agnostic" ;^)
Any help/involvement would be greatly appreciated at any level. Things
like discussing ideas, criticizing the api, reviewing the docs,
running the code on various machines, etc. will all help too, even if
you don't have time to do any coding. And if you get ambitious and
want to do some coding, you can always fork the project in bitbucket
and I can pull your changes in later, you don't have to be a writer to
contribute code, which is very nice (yay DVCS!). I'd like to keep the
"release early and often" meme with planar, so once I get the vector
stuff coded and documented, I'll do a 0.1 release. From there we'll
move on to point lists (multi-point? naming isn't solid yet), bounding
boxes and lines. More complex stuff will follow from there.
If you run across any other links of interest, let me know and I can
add them to the wiki.
-Casey