Argh - spent a couple of hours tracking down a bug... only to find I'd opened my file in text mode not binary. Ah well - some of that time was taking out the last bits of DirectX maths, I'll gave to remember my geometry to replace it all with fresh code.
Got 3D lathe object loading and rendering with single lightmap. This is pretty much at a point where I am considering running it in XCode and making a (non-interactive) proof of concept build that we can try in Wine or OSX.
Got the interface buttons drawing - and mouse movement detected. There is a tonne of fiddly little details to do, but I am close to being able to draw my first object in Curvy GL.
I'm excited to hear that progress has been made and I hope the Mac version will be available soon, because I am eager to try Curvy to sculpt for SL! Good luck finishing the project!
I've got all my code on Mac now - and have a spinning GL cube in a prototype of the application window. Just have to remove a few 1000 Windows style bits of code to make it compatible and then I'll be close to drawing my first Curvy Lathe on Mac.
I'm almost done removing Windows code (still!) and am getting closer to seeing Curvy's screen pop up on my Mac. It's just a matter of time, quite painstaking slow work for the moment.
Next I'll be filling in all the holes that used to be Windows and DirectX with OSX and OpenGL - at which point it should be ready for some initial beta testing. I'll have to learn some Cocoa or Carbon along the way (Mac GUI interfaces).
Shouldn't be long before I get a rough pre-beta out to see if it runs on some other Macs.
Then I just need to get the menus and dialogs working, and tune the performance for OpenGL. I think the worst is over
Menus are almost working now (Learnt Objective-C just for menus!) - the last big thing to get going on Mac is all the dialog boxes. After that it is just lots of OpenGL fiddling to fix a few bugs and get the performance tuned up.