GNU Sprite32 todo list:

Sprite32 is designed to exist on top of many different graphics rendering
architectures. I'd like to see Sprite32 programs compile and run on the
following:

  Must haves:
    X11
    OpenGL
    SDL
  Optional, but cool:
    fbdev
    svgalib
    Win32 DirectX
    Macintosh Cocoa
    Consoles like the Game Boy Advance - this would rock :)

Hence, adding rendering backends like the X11 and OpenGL ones is a key goal
for the project.

Features to add:

  I'd like to see alpha blending and affine transformations added to the
  renderer core. A sort of souped-up ImageCopy. Of course, OpenGL acceleration
  will help with these things immensely (if ya got it).

  More docs need to be written! A tutorial of sorts would be nice, and I guess
  I really should use texinfo. Also, the API docs need to be fleshed out.

Hacks to be fixed:

  8bpp support is virtually nonexistent. Currently I just use a grayscale
  colormap and look at the green channel when loading a PPM image from disk.
  Result: High adventure... in monochrome! Real support for 8bpp is planned,
  but not high-priority (most folks have displays and cards which are more than
  capable of doing 16, 24, or 32bpp).

  Currently, ancillary data that is dependent upon the windowing system (window
  handles, Xshm block addresses, etc.) is tucked away inside global variables.
  This is BAD. It allows only one instance of SpriteAppWin to exist at a time,
  per process, and completely obliterates the possibility of multithreading.
  Even though most games don't need more than one framebuffer to do their thing
  on, it still makes me cringe.

  Much, much more code cleanup needs to be done.