Yep, and we just fixed a major bug that showed up in the MacOS X build due to un-cross-platform-compatible assumptions about the order of execution of parameters.
As far as I know, PS doesn\'t yet use any fancy shaders, just the OR emulation (lightmapping).
Right now I\'m twiddling with VFS so that I can make a self-contained PS install (for the mac) that doesn\'t require any environment variable muckery. I\'ve also found that disk images can include license agreements (which the PS team requires) so we can get away from installer scripts entirely (e.g. I would like to achieve drag-n-drop install)
Only problem with NR on 10.2 that I\'ve experienced is random polygons (not part of world geometry) flickering in and out of existance when plane clipping is used instead of stencil, but I think it\'s currently less of a problem than it used to be. Glad to know it\'s good on 10.3 as well.
SmokeD (hangs out on #crystalspace and #planeshift) also is building on Mac OS X - he\'s put together a compile-from-scratch guide, complete with installs of necessary dependencies. I think it\'s for 10.3 - you might want to talk with him and test it out. I think it\'s fair to say that we can support running PS on 10.2.8, and restrict the compilation instructions to 10.3 and up.
How\'s Apple?
EDIT: btw, I\'ve never been able to get shaders using ARB_vertex_program working correctly, even though my drivers *supposedly* support it via emulation. It\'d be nice if this is a 10.2-only issue.
2ND EDIT: Another thing that both of us should do is profile the new renderer under Mac OS on our fairly different machines
The new \"csbench\" application is designed for putting the NR through its paces, so that would be a good place to start.