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<channel>
	<title>Comments for Everyday 3D</title>
	<atom:link href="http://www.everyday3d.com/blog/index.php/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.everyday3d.com/blog</link>
	<description>3D user experience on the web. Design, technology news. A blog by Bartek Drozdz.</description>
	<lastBuildDate>Sat, 04 Feb 2012 16:53:16 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
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	<item>
		<title>Comment on Modifiers in Unity3D by Upload your texture to Unity and roll it &#124; virtualPlayground</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/11/10/porting-actionscript-to-unity3d/comment-page-1/#comment-286535</link>
		<dc:creator>Upload your texture to Unity and roll it &#124; virtualPlayground</dc:creator>
		<pubDate>Sat, 04 Feb 2012 16:53:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=438#comment-286535</guid>
		<description>[...] and and the knob for turning the transformation axis. The basics of mesh modifier script comes from here. The more are the proportions distant from square, the more interesting is the [...]</description>
		<content:encoded><![CDATA[<p>[...] and and the knob for turning the transformation axis. The basics of mesh modifier script comes from here. The more are the proportions distant from square, the more interesting is the [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on A 3D racing game in Flash with Away3D by E.P.</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/12/11/3d-racing-game/comment-page-1/#comment-285929</link>
		<dc:creator>E.P.</dc:creator>
		<pubDate>Wed, 01 Feb 2012 18:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=832#comment-285929</guid>
		<description>Once that you&#039;ve done this project a long time don&#039;t you want to share the code? :)

Thanks</description>
		<content:encoded><![CDATA[<p>Once that you&#8217;ve done this project a long time don&#8217;t you want to share the code? :)</p>
<p>Thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on PDFBook3D, a 3D flipbook engine by Jaap Tevel</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/04/03/pdfbook3d-3d-flipbook-engine/comment-page-1/#comment-285872</link>
		<dc:creator>Jaap Tevel</dc:creator>
		<pubDate>Wed, 01 Feb 2012 11:38:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=118#comment-285872</guid>
		<description>These kinds of  good  online games  may  enhance their  understanding  skills  and might  learn better  within ... While  kids  tend to have  any  love for  traveling, they are able to  start with  generating  papers  aeroplanes  and  move ...&lt;a href=&quot;http://paperplanegame.com&quot; rel=&quot;nofollow&quot;&gt;Paper Plane Game&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>These kinds of  good  online games  may  enhance their  understanding  skills  and might  learn better  within &#8230; While  kids  tend to have  any  love for  traveling, they are able to  start with  generating  papers  aeroplanes  and  move &#8230;<a href="http://paperplanegame.com" rel="nofollow">Paper Plane Game</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Getting started with C# for Unity3D by Silvio</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/07/21/c-sharp-for-unity3d/comment-page-1/#comment-285794</link>
		<dc:creator>Silvio</dc:creator>
		<pubDate>Wed, 01 Feb 2012 01:25:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=434#comment-285794</guid>
		<description>I have a solid base in C/C++ and some experience with Java. Logicly i will use C# in this package. But it&#039;s a betther option build in Unity3d becose is strongly typed and object oriented.</description>
		<content:encoded><![CDATA[<p>I have a solid base in C/C++ and some experience with Java. Logicly i will use C# in this package. But it&#8217;s a betther option build in Unity3d becose is strongly typed and object oriented.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Book review &#8220;Unity Game Development Essentials&#8221; by Xanax</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/10/16/unity-game-development-essentials/comment-page-1/#comment-285439</link>
		<dc:creator>Xanax</dc:creator>
		<pubDate>Mon, 30 Jan 2012 05:41:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=631#comment-285439</guid>
		<description>It</description>
		<content:encoded><![CDATA[<p>It</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Modifiers in Unity3D by Tomek Kielski</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/11/10/porting-actionscript-to-unity3d/comment-page-1/#comment-284282</link>
		<dc:creator>Tomek Kielski</dc:creator>
		<pubDate>Sun, 22 Jan 2012 13:32:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=438#comment-284282</guid>
		<description>Hello, 
I have been working for the signmaking industry and have just made use of your fantastic bendmodifier script. I wrote a tiny web app which could be aimed to help the people to imagine how the flat graphic would look when printed on a coffe mug, pencil or anything cylindric.

http://virtualplayground.d2.pl/Unity/imagebender/

There is a square at the window centre and you can put any .jpg, .png or .gif texture up to 4 Mb from your local filesystem onto it. After that the square turns into a rectangle of image proportions.
There is the vertical slider for adjustment of the bending angle and and the knob for turning the transformation axis.
The more are the proportions distant from square, the more interesting is the effect.</description>
		<content:encoded><![CDATA[<p>Hello,<br />
I have been working for the signmaking industry and have just made use of your fantastic bendmodifier script. I wrote a tiny web app which could be aimed to help the people to imagine how the flat graphic would look when printed on a coffe mug, pencil or anything cylindric.</p>
<p><a href="http://virtualplayground.d2.pl/Unity/imagebender/" rel="nofollow">http://virtualplayground.d2.pl/Unity/imagebender/</a></p>
<p>There is a square at the window centre and you can put any .jpg, .png or .gif texture up to 4 Mb from your local filesystem onto it. After that the square turns into a rectangle of image proportions.<br />
There is the vertical slider for adjustment of the bending angle and and the knob for turning the transformation axis.<br />
The more are the proportions distant from square, the more interesting is the effect.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Getting started with C# for Unity3D by hassan</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/07/21/c-sharp-for-unity3d/comment-page-1/#comment-281995</link>
		<dc:creator>hassan</dc:creator>
		<pubDate>Wed, 11 Jan 2012 11:10:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=434#comment-281995</guid>
		<description>thanks for your post
but i have question:
is there any book or tutorial to learn C# just for unity?</description>
		<content:encoded><![CDATA[<p>thanks for your post<br />
but i have question:<br />
is there any book or tutorial to learn C# just for unity?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Paper simulation in with AS3Dmod and Away3D by kennethc</title>
		<link>http://www.everyday3d.com/blog/index.php/2008/11/03/paper-simulation-as3dmod/comment-page-2/#comment-281548</link>
		<dc:creator>kennethc</dc:creator>
		<pubDate>Mon, 09 Jan 2012 19:37:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=44#comment-281548</guid>
		<description>It&#039;s so awesome I still playing with it till this day :)
one question, what is the best way to lock down bend axis instead of the code finding the thinest dimension to bend?</description>
		<content:encoded><![CDATA[<p>It&#8217;s so awesome I still playing with it till this day :)<br />
one question, what is the best way to lock down bend axis instead of the code finding the thinest dimension to bend?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Loading 3d models at runtime in Unity3d by Joseph Laurino</title>
		<link>http://www.everyday3d.com/blog/index.php/2010/05/24/loading-3d-models-runtime-unity3d/comment-page-2/#comment-271773</link>
		<dc:creator>Joseph Laurino</dc:creator>
		<pubDate>Mon, 05 Dec 2011 20:08:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.everyday3d.com/blog/?p=1363#comment-271773</guid>
		<description>and the gist is on github 

https://gist.github.com/1435032</description>
		<content:encoded><![CDATA[<p>and the gist is on github </p>
<p><a href="https://gist.github.com/1435032" rel="nofollow">https://gist.github.com/1435032</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Loading 3d models at runtime in Unity3d by Joseph Laurino</title>
		<link>http://www.everyday3d.com/blog/index.php/2010/05/24/loading-3d-models-runtime-unity3d/comment-page-2/#comment-271772</link>
		<dc:creator>Joseph Laurino</dc:creator>
		<pubDate>Mon, 05 Dec 2011 20:06:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.everyday3d.com/blog/?p=1363#comment-271772</guid>
		<description>I optimized the loader code:


// via profiler, discovered that Convert.ToSingle and Convert.ToInt32
// are very slow... so using float.Parse and int.Parse instead!
//
// memory usage during obj loading went down from 56 MB to 6.8 MB (8.2x improvement)
// and load time went down 1742ms to 514ms (3.4x improvement)

/*
	private float cf(string v) {
		return Convert.ToSingle(v.Trim(), new CultureInfo(&quot;en-US&quot;));
	}
	
	private int ci(string v) {
		return Convert.ToInt32(v.Trim(), new CultureInfo(&quot;en-US&quot;));
	}
*/

	private float cf(string v) {
		return float.Parse(v); 
	} 

	private int ci(string v) {
		return int.Parse(v); 
	}</description>
		<content:encoded><![CDATA[<p>I optimized the loader code:</p>
<p>// via profiler, discovered that Convert.ToSingle and Convert.ToInt32<br />
// are very slow&#8230; so using float.Parse and int.Parse instead!<br />
//<br />
// memory usage during obj loading went down from 56 MB to 6.8 MB (8.2x improvement)<br />
// and load time went down 1742ms to 514ms (3.4x improvement)</p>
<p>/*<br />
	private float cf(string v) {<br />
		return Convert.ToSingle(v.Trim(), new CultureInfo(&#8220;en-US&#8221;));<br />
	}</p>
<p>	private int ci(string v) {<br />
		return Convert.ToInt32(v.Trim(), new CultureInfo(&#8220;en-US&#8221;));<br />
	}<br />
*/</p>
<p>	private float cf(string v) {<br />
		return float.Parse(v);<br />
	} </p>
<p>	private int ci(string v) {<br />
		return int.Parse(v);<br />
	}</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on WebGL experiments cont. by koblon</title>
		<link>http://www.everyday3d.com/blog/index.php/2011/07/01/webgl-experiments-2/comment-page-1/#comment-266857</link>
		<dc:creator>koblon</dc:creator>
		<pubDate>Sun, 13 Nov 2011 20:58:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.everyday3d.com/blog/?p=2110#comment-266857</guid>
		<description>hmm I get white screen of nothing from those experiments here as well, but I can run those WebGL experiments on chormeexperiments site tho, weird</description>
		<content:encoded><![CDATA[<p>hmm I get white screen of nothing from those experiments here as well, but I can run those WebGL experiments on chormeexperiments site tho, weird</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on WebGL experiments cont. by bartek drozdz</title>
		<link>http://www.everyday3d.com/blog/index.php/2011/07/01/webgl-experiments-2/comment-page-1/#comment-264692</link>
		<dc:creator>bartek drozdz</dc:creator>
		<pubDate>Fri, 28 Oct 2011 05:14:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.everyday3d.com/blog/?p=2110#comment-264692</guid>
		<description>@ou-jedi Having fun with 3d animation and effects is not so much related to which technology you use as to what algorithms you implement and how you customize them. Ex. implementing diffuse light, ambient occlusion or a cool particle animation will be very similar in webgl, flash 11, opengl on iphone, open frameworks etc... Once you get familiar with the math behind, you can easily switch between technologies and port your code.

For experimentation and learning purposes I prefer webgl because it&#039;s immediate and easy to share. I just type some code in my editor, hit refresh and see the effect. If I like it, I upload a few files to FTP and share it with everyone.

So to answer your question, I will stick with webgl for now :)</description>
		<content:encoded><![CDATA[<p>@ou-jedi Having fun with 3d animation and effects is not so much related to which technology you use as to what algorithms you implement and how you customize them. Ex. implementing diffuse light, ambient occlusion or a cool particle animation will be very similar in webgl, flash 11, opengl on iphone, open frameworks etc&#8230; Once you get familiar with the math behind, you can easily switch between technologies and port your code.</p>
<p>For experimentation and learning purposes I prefer webgl because it&#8217;s immediate and easy to share. I just type some code in my editor, hit refresh and see the effect. If I like it, I upload a few files to FTP and share it with everyone.</p>
<p>So to answer your question, I will stick with webgl for now :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Getting started with C# for Unity3D by Game Dev Wanted</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/07/21/c-sharp-for-unity3d/comment-page-1/#comment-264636</link>
		<dc:creator>Game Dev Wanted</dc:creator>
		<pubDate>Thu, 27 Oct 2011 14:22:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=434#comment-264636</guid>
		<description>Nice post. Sorry for the off-topic but I struggle to find skilled coders for a browser based 3D game. I am wondering whether there is anybody here who might want to work with us. We need some performance optimization and coders able to handle Javascript or C#... Please mail to nyce-design@gmx.net once you feel like making some money :)</description>
		<content:encoded><![CDATA[<p>Nice post. Sorry for the off-topic but I struggle to find skilled coders for a browser based 3D game. I am wondering whether there is anybody here who might want to work with us. We need some performance optimization and coders able to handle Javascript or C#&#8230; Please mail to <a href="mailto:nyce-design@gmx.net">nyce-design@gmx.net</a> once you feel like making some money :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on WebGL experiments cont. by ou-jedi</title>
		<link>http://www.everyday3d.com/blog/index.php/2011/07/01/webgl-experiments-2/comment-page-1/#comment-262721</link>
		<dc:creator>ou-jedi</dc:creator>
		<pubDate>Mon, 17 Oct 2011 22:27:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.everyday3d.com/blog/?p=2110#comment-262721</guid>
		<description>hey yes friends, open your eyes flash 11 is there, WebGL died before even opening his eyes ...
hey webmaster of this site! you do not think it&#039;s time to talk about Falsh 11 and Molehill? before this site dies with WebGL? ...</description>
		<content:encoded><![CDATA[<p>hey yes friends, open your eyes flash 11 is there, WebGL died before even opening his eyes &#8230;<br />
hey webmaster of this site! you do not think it&#8217;s time to talk about Falsh 11 and Molehill? before this site dies with WebGL? &#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Classic &#8216;Sound Equalizer&#8217; in Flash/AS3 by itINSPIRE</title>
		<link>http://www.everyday3d.com/blog/index.php/2008/03/26/classic-sound-equalizer-in-flashas3/comment-page-2/#comment-261608</link>
		<dc:creator>itINSPIRE</dc:creator>
		<pubDate>Tue, 11 Oct 2011 22:13:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/wp/?p=10#comment-261608</guid>
		<description>Witam, jak osiagnac efekt gradientu na wizualizcji jak w przykladzie? i czy odnosnie crossDomain cos sie wyjasnilo ?

(how to get the gradient effect like in the example? Is there any news about the corossDomain ? )</description>
		<content:encoded><![CDATA[<p>Witam, jak osiagnac efekt gradientu na wizualizcji jak w przykladzie? i czy odnosnie crossDomain cos sie wyjasnilo ?</p>
<p>(how to get the gradient effect like in the example? Is there any news about the corossDomain ? )</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Classic &#8216;Sound Equalizer&#8217; in Flash/AS3 by Dedrick</title>
		<link>http://www.everyday3d.com/blog/index.php/2008/03/26/classic-sound-equalizer-in-flashas3/comment-page-2/#comment-261353</link>
		<dc:creator>Dedrick</dc:creator>
		<pubDate>Mon, 10 Oct 2011 16:47:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/wp/?p=10#comment-261353</guid>
		<description>Where do i put the eq files?? i dont know where the classpath is</description>
		<content:encoded><![CDATA[<p>Where do i put the eq files?? i dont know where the classpath is</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Rotating a Sprite around any point by Alessandro</title>
		<link>http://www.everyday3d.com/blog/index.php/2008/05/28/rotating-a-sprite-around-any-point/comment-page-1/#comment-261348</link>
		<dc:creator>Alessandro</dc:creator>
		<pubDate>Mon, 10 Oct 2011 16:19:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=27#comment-261348</guid>
		<description>Hi!
i want to use this  technique with caurina tweener and tween classes....but i&#039;m a beginner and i found some difficulties. i want to reproduce a linear scaling animation from right to left(right side of my moveclip stay fixed and the left side contract or expand). how can i change the code? 
thank a lot!!!!</description>
		<content:encoded><![CDATA[<p>Hi!<br />
i want to use this  technique with caurina tweener and tween classes&#8230;.but i&#8217;m a beginner and i found some difficulties. i want to reproduce a linear scaling animation from right to left(right side of my moveclip stay fixed and the left side contract or expand). how can i change the code?<br />
thank a lot!!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Classic &#8216;Sound Equalizer&#8217; in Flash/AS3 by bartek drozdz</title>
		<link>http://www.everyday3d.com/blog/index.php/2008/03/26/classic-sound-equalizer-in-flashas3/comment-page-2/#comment-258009</link>
		<dc:creator>bartek drozdz</dc:creator>
		<pubDate>Sat, 10 Sep 2011 06:55:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/wp/?p=10#comment-258009</guid>
		<description>@Maxime I think yes - the equalizer should be working with any sound that is played back in Flash, whatever the source and including audio from video files.</description>
		<content:encoded><![CDATA[<p>@Maxime I think yes &#8211; the equalizer should be working with any sound that is played back in Flash, whatever the source and including audio from video files.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Classic &#8216;Sound Equalizer&#8217; in Flash/AS3 by Maxime</title>
		<link>http://www.everyday3d.com/blog/index.php/2008/03/26/classic-sound-equalizer-in-flashas3/comment-page-2/#comment-255607</link>
		<dc:creator>Maxime</dc:creator>
		<pubDate>Fri, 19 Aug 2011 09:52:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/wp/?p=10#comment-255607</guid>
		<description>Would it be possible to use anything else than a file on your computer? For example to use the sound from a youtube clip or from a streaming service?</description>
		<content:encoded><![CDATA[<p>Would it be possible to use anything else than a file on your computer? For example to use the sound from a youtube clip or from a streaming service?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on From Blender to Papervision3D by Nabil</title>
		<link>http://www.everyday3d.com/blog/index.php/2008/03/01/from-blender-to-papervision3d/comment-page-1/#comment-255316</link>
		<dc:creator>Nabil</dc:creator>
		<pubDate>Tue, 16 Aug 2011 20:23:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/wp/?p=7#comment-255316</guid>
		<description>Hello, im trying to put a Loader im my Flash builder augmented reality. Someone can help me, where can I insert the loader im my code.

following my code:




package
{
	import flash.display.BitmapData;
	import flash.display.BlendMode;
	import flash.events.Event;
	import flash.filters.BlurFilter;
	import flash.filters.GlowFilter;
	
	import org.papervision3d.core.proto.MaterialObject3D;
	import org.papervision3d.events.FileLoadEvent;
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.materials.BitmapMaterial;
	import org.papervision3d.materials.shadematerials.EnvMapMaterial;
	import org.papervision3d.objects.parsers.DAE;
	import org.papervision3d.objects.primitives.Plane;
	
	[SWF (width=&quot;640&quot;, height=&quot;480&quot;, backgroundColor=&quot;0x000000&quot;,frameRate=&quot;30&quot;)]	
	
	public class GRINGO extends AR_AlchemyBase
	{
		public var dae : DAE; 
		public var shadowPlane : Plane;
		
		[Embed (source=&quot;/../assets/envmap-livingroom.jpg&quot;)]
		private var EnvMap : Class; 
		
		[Embed (source=&quot;/../assets/torusshadow.jpg&quot;)]
		private var ShadowBitmap : Class; 
		
		override public function addSceneObjects():void
		{
			dae = new DAE(); 
			dae.load(&quot;assets/toro.dae&quot;); 
			dae.z -=0;
			dae.rotationX = 270; 
			dae.scale=0.7;
			
			dae.addEventListener(FileLoadEvent.LOAD_COMPLETE, daeLoadComplete); 
			
			shadowPlane = new Plane(new BitmapMaterial(new ShadowBitmap().bitmapData),100,100,4,4);
			//shadowPlane.rotationZ= 45;
			
			onImageFound = fadeIn; 
			onImageLost = fadeOut;
			
		}
		
		override public function enterFrame(e:Event):void
		{
			dae.yaw(0); 
			//shadowPlane.roll(3); 
			super.enterFrame(e); 
		}
		
		public function daeLoadComplete(e:FileLoadEvent) : void
		{
			trace(&quot;DAE LOADED!&quot;);  
			trace(dae.materials); 
			
			var newmaterial : MaterialObject3D; 
			
			var envmap : BitmapData = new EnvMap().bitmapData; 
			var light : PointLight3D = new PointLight3D(); 
			newmaterial = new EnvMapMaterial(light, envmap, envmap,0); 			
			dae.replaceMaterialByName(newmaterial, &quot;torus_texture&quot;); 
			dae.useOwnContainer = true; 
			dae.filters = [new BlurFilter(1.2,1.2,4)];
			
			container.addChild(dae); 
			
			shadowPlane.useOwnContainer = true; 
			shadowPlane.blendMode = BlendMode.MULTIPLY;
			shadowPlane.alpha = 0.4; 
			shadowPlane.scale = 1.5;
			container.addChild(shadowPlane); 
			
			
		}
		
		public function fadeIn() : void
		{
			if(dae.alpha0) dae.alpha-=0.1; 
			shadowPlane.alpha = dae.alpha * 0.4; 
		}
		
	}
}</description>
		<content:encoded><![CDATA[<p>Hello, im trying to put a Loader im my Flash builder augmented reality. Someone can help me, where can I insert the loader im my code.</p>
<p>following my code:</p>
<p>package<br />
{<br />
	import flash.display.BitmapData;<br />
	import flash.display.BlendMode;<br />
	import flash.events.Event;<br />
	import flash.filters.BlurFilter;<br />
	import flash.filters.GlowFilter;</p>
<p>	import org.papervision3d.core.proto.MaterialObject3D;<br />
	import org.papervision3d.events.FileLoadEvent;<br />
	import org.papervision3d.lights.PointLight3D;<br />
	import org.papervision3d.materials.BitmapMaterial;<br />
	import org.papervision3d.materials.shadematerials.EnvMapMaterial;<br />
	import org.papervision3d.objects.parsers.DAE;<br />
	import org.papervision3d.objects.primitives.Plane;</p>
<p>	[SWF (width="640", height="480", backgroundColor="0x000000",frameRate="30")]	</p>
<p>	public class GRINGO extends AR_AlchemyBase<br />
	{<br />
		public var dae : DAE;<br />
		public var shadowPlane : Plane;</p>
<p>		[Embed (source="/../assets/envmap-livingroom.jpg")]<br />
		private var EnvMap : Class; </p>
<p>		[Embed (source="/../assets/torusshadow.jpg")]<br />
		private var ShadowBitmap : Class; </p>
<p>		override public function addSceneObjects():void<br />
		{<br />
			dae = new DAE();<br />
			dae.load(&#8220;assets/toro.dae&#8221;);<br />
			dae.z -=0;<br />
			dae.rotationX = 270;<br />
			dae.scale=0.7;</p>
<p>			dae.addEventListener(FileLoadEvent.LOAD_COMPLETE, daeLoadComplete); </p>
<p>			shadowPlane = new Plane(new BitmapMaterial(new ShadowBitmap().bitmapData),100,100,4,4);<br />
			//shadowPlane.rotationZ= 45;</p>
<p>			onImageFound = fadeIn;<br />
			onImageLost = fadeOut;</p>
<p>		}</p>
<p>		override public function enterFrame(e:Event):void<br />
		{<br />
			dae.yaw(0);<br />
			//shadowPlane.roll(3);<br />
			super.enterFrame(e);<br />
		}</p>
<p>		public function daeLoadComplete(e:FileLoadEvent) : void<br />
		{<br />
			trace(&#8220;DAE LOADED!&#8221;);<br />
			trace(dae.materials); </p>
<p>			var newmaterial : MaterialObject3D; </p>
<p>			var envmap : BitmapData = new EnvMap().bitmapData;<br />
			var light : PointLight3D = new PointLight3D();<br />
			newmaterial = new EnvMapMaterial(light, envmap, envmap,0);<br />
			dae.replaceMaterialByName(newmaterial, &#8220;torus_texture&#8221;);<br />
			dae.useOwnContainer = true;<br />
			dae.filters = [new BlurFilter(1.2,1.2,4)];</p>
<p>			container.addChild(dae); </p>
<p>			shadowPlane.useOwnContainer = true;<br />
			shadowPlane.blendMode = BlendMode.MULTIPLY;<br />
			shadowPlane.alpha = 0.4;<br />
			shadowPlane.scale = 1.5;<br />
			container.addChild(shadowPlane); </p>
<p>		}</p>
<p>		public function fadeIn() : void<br />
		{<br />
			if(dae.alpha0) dae.alpha-=0.1;<br />
			shadowPlane.alpha = dae.alpha * 0.4;<br />
		}</p>
<p>	}<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on WebGL experiments cont. by bartek drozdz</title>
		<link>http://www.everyday3d.com/blog/index.php/2011/07/01/webgl-experiments-2/comment-page-1/#comment-254760</link>
		<dc:creator>bartek drozdz</dc:creator>
		<pubDate>Fri, 12 Aug 2011 09:27:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.everyday3d.com/blog/?p=2110#comment-254760</guid>
		<description>@Tomas Webgl is &quot;experimental&quot;, Flash is well established (thought the 3D features are still in beta). It is the point of web technologies to be available for the majority, but Rome wasn&#039;t built in a day :)</description>
		<content:encoded><![CDATA[<p>@Tomas Webgl is &#8220;experimental&#8221;, Flash is well established (thought the 3D features are still in beta). It is the point of web technologies to be available for the majority, but Rome wasn&#8217;t built in a day :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on WebGL experiments cont. by Tomas</title>
		<link>http://www.everyday3d.com/blog/index.php/2011/07/01/webgl-experiments-2/comment-page-1/#comment-254149</link>
		<dc:creator>Tomas</dc:creator>
		<pubDate>Mon, 08 Aug 2011 12:44:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.everyday3d.com/blog/?p=2110#comment-254149</guid>
		<description>It seems like a lot of people can&#039;t run WebGL. I have bad results even on my 2.2 dual ati radeon vista. Isn&#039;t the point of net and browser that it should be available to the majority? Flash 11 seems to be more promising.</description>
		<content:encoded><![CDATA[<p>It seems like a lot of people can&#8217;t run WebGL. I have bad results even on my 2.2 dual ati radeon vista. Isn&#8217;t the point of net and browser that it should be available to the majority? Flash 11 seems to be more promising.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Loading and manipulating images in Unity3D by Jorge Negreiros</title>
		<link>http://www.everyday3d.com/blog/index.php/2010/03/09/loading-and-manipulating-images-in-unity3d/comment-page-1/#comment-253705</link>
		<dc:creator>Jorge Negreiros</dc:creator>
		<pubDate>Thu, 04 Aug 2011 13:51:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=935#comment-253705</guid>
		<description>Hi guys...I have a doubt about the system to import textures externally. I wonder if there is any way to import textures by  an external script in xml where I might be switching and indicating new textures.  would  outside of web but inside I send a folder with the compiled project...

thanks fo tips above</description>
		<content:encoded><![CDATA[<p>Hi guys&#8230;I have a doubt about the system to import textures externally. I wonder if there is any way to import textures by  an external script in xml where I might be switching and indicating new textures.  would  outside of web but inside I send a folder with the compiled project&#8230;</p>
<p>thanks fo tips above</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on WebGL experiments cont. by WebGL around the net, 29 July 2011 &#124; Learning WebGL</title>
		<link>http://www.everyday3d.com/blog/index.php/2011/07/01/webgl-experiments-2/comment-page-1/#comment-252992</link>
		<dc:creator>WebGL around the net, 29 July 2011 &#124; Learning WebGL</dc:creator>
		<pubDate>Fri, 29 Jul 2011 13:49:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.everyday3d.com/blog/?p=2110#comment-252992</guid>
		<description>[...] think I might have linked to some of these demos by Bartek Drozdzbefore, but some are new and definitely worth a [...]</description>
		<content:encoded><![CDATA[<p>[...] think I might have linked to some of these demos by Bartek Drozdzbefore, but some are new and definitely worth a [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Getting started with C# for Unity3D by bartek drozdz</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/07/21/c-sharp-for-unity3d/comment-page-1/#comment-252707</link>
		<dc:creator>bartek drozdz</dc:creator>
		<pubDate>Wed, 27 Jul 2011 09:03:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=434#comment-252707</guid>
		<description>@jasonM Thanks! Back when I was writing the article the docs have been in JS only, since then they added the other languages. I need to update the post :)</description>
		<content:encoded><![CDATA[<p>@jasonM Thanks! Back when I was writing the article the docs have been in JS only, since then they added the other languages. I need to update the post :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Getting started with C# for Unity3D by jasonM</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/07/21/c-sharp-for-unity3d/comment-page-1/#comment-252583</link>
		<dc:creator>jasonM</dc:creator>
		<pubDate>Tue, 26 Jul 2011 13:42:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=434#comment-252583</guid>
		<description>You mentioned that the script reference is only in javascript.  How wrong! every example can be changed to js, c#, or boo simply by clicking the dropdown in the top-right of each code example.  I understand what your saying about translating, but it could save you so much time.</description>
		<content:encoded><![CDATA[<p>You mentioned that the script reference is only in javascript.  How wrong! every example can be changed to js, c#, or boo simply by clicking the dropdown in the top-right of each code example.  I understand what your saying about translating, but it could save you so much time.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Loading 3d models at runtime in Unity3d by dan</title>
		<link>http://www.everyday3d.com/blog/index.php/2010/05/24/loading-3d-models-runtime-unity3d/comment-page-2/#comment-252352</link>
		<dc:creator>dan</dc:creator>
		<pubDate>Mon, 25 Jul 2011 05:13:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.everyday3d.com/blog/?p=1363#comment-252352</guid>
		<description>Hi,
the code works fine in unity but the material/texture does not show up in the iphone and iphone simulator. The mesh renders out black. How can I solve this issue? thanks.</description>
		<content:encoded><![CDATA[<p>Hi,<br />
the code works fine in unity but the material/texture does not show up in the iphone and iphone simulator. The mesh renders out black. How can I solve this issue? thanks.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Getting started with C# for Unity3D by bartek drozdz</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/07/21/c-sharp-for-unity3d/comment-page-1/#comment-252077</link>
		<dc:creator>bartek drozdz</dc:creator>
		<pubDate>Fri, 22 Jul 2011 22:42:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=434#comment-252077</guid>
		<description>Thanks Adil for this in-depth analysis :)</description>
		<content:encoded><![CDATA[<p>Thanks Adil for this in-depth analysis :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Getting started with C# for Unity3D by Adil Patel</title>
		<link>http://www.everyday3d.com/blog/index.php/2009/07/21/c-sharp-for-unity3d/comment-page-1/#comment-251470</link>
		<dc:creator>Adil Patel</dc:creator>
		<pubDate>Tue, 19 Jul 2011 10:02:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=434#comment-251470</guid>
		<description>I HAAAAATE C#!!!!!! C++ and objective-c ftw!!!!!!!!!!!!!!!!!!!!!!</description>
		<content:encoded><![CDATA[<p>I HAAAAATE C#!!!!!! C++ and objective-c ftw!!!!!!!!!!!!!!!!!!!!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on 3 ways to draw 3D lines in Unity3D by bartek drozdz</title>
		<link>http://www.everyday3d.com/blog/index.php/2010/03/15/3-ways-to-draw-3d-lines-in-unity3d/comment-page-1/#comment-250151</link>
		<dc:creator>bartek drozdz</dc:creator>
		<pubDate>Sat, 09 Jul 2011 06:02:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=1044#comment-250151</guid>
		<description>@EricH vectrosity looks interesting! Based on the experience I&#039;m having now with WebGL, where everything is on a much lower level, I know that drawing lines as quads (option 1 and 2 in the above post) will always be slower than drawing using gl native line mode. In WebGL (following opengl) you can actually set the width of the lines that way, but Unity3d does not expose this functionality in the GL object.

UPDATE: I was wrong about thick lines in WebGL, apparently for that you need to draw quads as well: http://sonargame.com/blog/2011/06/19/thick-lines-in-webgl/</description>
		<content:encoded><![CDATA[<p>@EricH vectrosity looks interesting! Based on the experience I&#8217;m having now with WebGL, where everything is on a much lower level, I know that drawing lines as quads (option 1 and 2 in the above post) will always be slower than drawing using gl native line mode. In WebGL (following opengl) you can actually set the width of the lines that way, but Unity3d does not expose this functionality in the GL object.</p>
<p>UPDATE: I was wrong about thick lines in WebGL, apparently for that you need to draw quads as well: <a href="http://sonargame.com/blog/2011/06/19/thick-lines-in-webgl/" rel="nofollow">http://sonargame.com/blog/2011/06/19/thick-lines-in-webgl/</a></p>
]]></content:encoded>
	</item>
</channel>
</rss>

