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	<title>Comments for Heiko Behrens (Blog)</title>
	<atom:link href="http://www.heikobehrens.net/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.heikobehrens.net</link>
	<description>11:60 p.m. - my plain thoughts</description>
	<lastBuildDate>Fri, 30 Jul 2010 18:50:09 +0000</lastBuildDate>
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		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Chris</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-9057</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Fri, 30 Jul 2010 18:50:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-9057</guid>
		<description>Quick question.

What software do you all use to render the 3D images?

Thanks</description>
		<content:encoded><![CDATA[<p>Quick question.</p>
<p>What software do you all use to render the 3D images?</p>
<p>Thanks</p>
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	</item>
	<item>
		<title>Comment on Use Eclipse as diff tool by Dave Kelly</title>
		<link>http://www.heikobehrens.net/2008/12/02/use-eclipse-as-diff-tool/#comment-9002</link>
		<dc:creator>Dave Kelly</dc:creator>
		<pubDate>Fri, 23 Jul 2010 13:20:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.1160pm.net/?p=100#comment-9002</guid>
		<description>Oh, forgot to mention - try the diff tool in NetBeans - NetBeans (from Sun/Oracle) is free and it&#039;s diff tool is much better than the default Eclipse offering. It is Java based like Eclipse and DeltaWalker so runs on Mac as well as Windows and Linux</description>
		<content:encoded><![CDATA[<p>Oh, forgot to mention &#8211; try the diff tool in NetBeans &#8211; NetBeans (from Sun/Oracle) is free and it&#8217;s diff tool is much better than the default Eclipse offering. It is Java based like Eclipse and DeltaWalker so runs on Mac as well as Windows and Linux</p>
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	<item>
		<title>Comment on Use Eclipse as diff tool by Dave Kelly</title>
		<link>http://www.heikobehrens.net/2008/12/02/use-eclipse-as-diff-tool/#comment-9001</link>
		<dc:creator>Dave Kelly</dc:creator>
		<pubDate>Fri, 23 Jul 2010 13:17:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.1160pm.net/?p=100#comment-9001</guid>
		<description>For a good diff tool try DeltaWalker - based on the Eclipse RCP UI libraries it looks and feels like eclipse and works really well (but it&#039;s not free)</description>
		<content:encoded><![CDATA[<p>For a good diff tool try DeltaWalker &#8211; based on the Eclipse RCP UI libraries it looks and feels like eclipse and works really well (but it&#8217;s not free)</p>
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	<item>
		<title>Comment on Video Compositing on the iPhone: OpenGL with alpha mask on top of a full motion video by James Norton</title>
		<link>http://www.heikobehrens.net/2010/07/07/video-compositing-on-the-iphone-opengl-with-alpha-mask-on-top-of-a-full-motion-video/#comment-8996</link>
		<dc:creator>James Norton</dc:creator>
		<pubDate>Thu, 22 Jul 2010 17:59:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=1154#comment-8996</guid>
		<description>I am interested in how you set up the EAGLView to transparently overlay the MPMoviePlayerController view.

Thanks,

James</description>
		<content:encoded><![CDATA[<p>I am interested in how you set up the EAGLView to transparently overlay the MPMoviePlayerController view.</p>
<p>Thanks,</p>
<p>James</p>
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	</item>
	<item>
		<title>Comment on Video Compositing on the iPhone: OpenGL with alpha mask on top of a full motion video by Heiko Behrens</title>
		<link>http://www.heikobehrens.net/2010/07/07/video-compositing-on-the-iphone-opengl-with-alpha-mask-on-top-of-a-full-motion-video/#comment-8969</link>
		<dc:creator>Heiko Behrens</dc:creator>
		<pubDate>Sat, 17 Jul 2010 07:59:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=1154#comment-8969</guid>
		<description>Hey Ash,

The rolling ball loop has been rendered as movie plus mask by our artists and we converted it to 192 transparent pngs offline. We then created 3 atlases of 64 frames each loaded as textures of the size 1024x1024. Using thumbnailimageAtTime was just an idea you might follow to do this online - directly in your app.

To apply masks with OpenGL ES 1.1 (this applies to cocos2D) you can use FBOs to change the alpha channel in a second step after you had rendered to them. Cocos2d supports this with CCRenderTexture directly.

Cheers,
Heiko</description>
		<content:encoded><![CDATA[<p>Hey Ash,</p>
<p>The rolling ball loop has been rendered as movie plus mask by our artists and we converted it to 192 transparent pngs offline. We then created 3 atlases of 64 frames each loaded as textures of the size 1024&#215;1024. Using thumbnailimageAtTime was just an idea you might follow to do this online &#8211; directly in your app.</p>
<p>To apply masks with OpenGL ES 1.1 (this applies to cocos2D) you can use FBOs to change the alpha channel in a second step after you had rendered to them. Cocos2d supports this with CCRenderTexture directly.</p>
<p>Cheers,<br />
Heiko</p>
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	</item>
	<item>
		<title>Comment on Video Compositing on the iPhone: OpenGL with alpha mask on top of a full motion video by Ash</title>
		<link>http://www.heikobehrens.net/2010/07/07/video-compositing-on-the-iphone-opengl-with-alpha-mask-on-top-of-a-full-motion-video/#comment-8968</link>
		<dc:creator>Ash</dc:creator>
		<pubDate>Sat, 17 Jul 2010 00:35:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=1154#comment-8968</guid>
		<description>Hi Heiko,

Thanks very much for your reply.  You summarised what I would like to do exactly.

So if I understand correctly, to achieve your affect of having the water flow in front of the sphere, you took random frames of the playing movie (using thumbnailImageAtTime:timeOption) which returned a UIImage; which you then convert to a mask and put in a UIView.  You then convert the UIView to a EAGLView?  This is a very useful tip!

We are using Cocos2D because we also have sprites to draw in another layer.  Do you add the mask layer as a node to the sprite layer?  How do you blend the two layers to mask the sprites?  I am sorry for the rudimentary questions - I am new to OpenGL programming.

Thank you again for your invaluable help.

Best regards,
Ash</description>
		<content:encoded><![CDATA[<p>Hi Heiko,</p>
<p>Thanks very much for your reply.  You summarised what I would like to do exactly.</p>
<p>So if I understand correctly, to achieve your affect of having the water flow in front of the sphere, you took random frames of the playing movie (using thumbnailImageAtTime:timeOption) which returned a UIImage; which you then convert to a mask and put in a UIView.  You then convert the UIView to a EAGLView?  This is a very useful tip!</p>
<p>We are using Cocos2D because we also have sprites to draw in another layer.  Do you add the mask layer as a node to the sprite layer?  How do you blend the two layers to mask the sprites?  I am sorry for the rudimentary questions &#8211; I am new to OpenGL programming.</p>
<p>Thank you again for your invaluable help.</p>
<p>Best regards,<br />
Ash</p>
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	</item>
	<item>
		<title>Comment on Video Compositing on the iPhone: OpenGL with alpha mask on top of a full motion video by Heiko Behrens</title>
		<link>http://www.heikobehrens.net/2010/07/07/video-compositing-on-the-iphone-opengl-with-alpha-mask-on-top-of-a-full-motion-video/#comment-8967</link>
		<dc:creator>Heiko Behrens</dc:creator>
		<pubDate>Fri, 16 Jul 2010 11:42:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=1154#comment-8967</guid>
		<description>Hey Ash,

I am glad I could inspire you with my blog post about video composition. In general, you can place any UIView on top of the rendering view of a MPMoviePlayerController as you can read on different online tutorials. If your particular UIView contains transparent areas the content of the movie shines through.

What you want to achieve is the opposite, though. Parts of your movie should be rendered transparently based on its content (chroma keying). I share your opinion that this is currently not possible. Neither can you place a UIView behind the movie (until SDK 3.2) nor can do you have live access to the frames. What you could do though, is storing the individual frames as sprites if this fits in memory (you can render thumbnails of random frames to UIImages, since 3.2).

Hope this helps.

Cheers,
Heiko</description>
		<content:encoded><![CDATA[<p>Hey Ash,</p>
<p>I am glad I could inspire you with my blog post about video composition. In general, you can place any UIView on top of the rendering view of a MPMoviePlayerController as you can read on different online tutorials. If your particular UIView contains transparent areas the content of the movie shines through.</p>
<p>What you want to achieve is the opposite, though. Parts of your movie should be rendered transparently based on its content (chroma keying). I share your opinion that this is currently not possible. Neither can you place a UIView behind the movie (until SDK 3.2) nor can do you have live access to the frames. What you could do though, is storing the individual frames as sprites if this fits in memory (you can render thumbnails of random frames to UIImages, since 3.2).</p>
<p>Hope this helps.</p>
<p>Cheers,<br />
Heiko</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Video Compositing on the iPhone: OpenGL with alpha mask on top of a full motion video by Ash</title>
		<link>http://www.heikobehrens.net/2010/07/07/video-compositing-on-the-iphone-opengl-with-alpha-mask-on-top-of-a-full-motion-video/#comment-8933</link>
		<dc:creator>Ash</dc:creator>
		<pubDate>Fri, 16 Jul 2010 01:40:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=1154#comment-8933</guid>
		<description>I had a look at your Nivea Waterfall for Men app, and saw that you were able to get a holdout matte to make the water appear to be in front of the rolling ball.  I am working on a App for in which a person appears as a cutout figure in a movie with a black background, we would like to have some sprites appear to float around and behind him.  Up to now I have been unable to get any kind of alpha or chroma key to work with the video; and believe it&#039;s actually not possible.

Thank you very much!</description>
		<content:encoded><![CDATA[<p>I had a look at your Nivea Waterfall for Men app, and saw that you were able to get a holdout matte to make the water appear to be in front of the rolling ball.  I am working on a App for in which a person appears as a cutout figure in a movie with a black background, we would like to have some sprites appear to float around and behind him.  Up to now I have been unable to get any kind of alpha or chroma key to work with the video; and believe it&#8217;s actually not possible.</p>
<p>Thank you very much!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Psychologically Tricked: Perceived Speed in an iPhone Game by Video Compositing on the iPhone: OpenGL with alpha mask on top of a full motion video &#171; Heiko Behrens (Blog)</title>
		<link>http://www.heikobehrens.net/2010/06/03/psychologically-tricked-perceived-speed-in-an-iphone-game/#comment-8861</link>
		<dc:creator>Video Compositing on the iPhone: OpenGL with alpha mask on top of a full motion video &#171; Heiko Behrens (Blog)</dc:creator>
		<pubDate>Wed, 07 Jul 2010 14:32:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=1042#comment-8861</guid>
		<description>[...] the iPhone game project I have written about before we had to implement a highly dynamic 3D scene in great detail here at itemis. From a third-person [...]</description>
		<content:encoded><![CDATA[<p>[...] the iPhone game project I have written about before we had to implement a highly dynamic 3D scene in great detail here at itemis. From a third-person [...]</p>
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	<item>
		<title>Comment on Video Compositing on the iPhone: OpenGL with alpha mask on top of a full motion video by Psychologically Tricked: Perceived Speed in an iPhone Game &#171; Heiko Behrens (Blog)</title>
		<link>http://www.heikobehrens.net/2010/07/07/video-compositing-on-the-iphone-opengl-with-alpha-mask-on-top-of-a-full-motion-video/#comment-8859</link>
		<dc:creator>Psychologically Tricked: Perceived Speed in an iPhone Game &#171; Heiko Behrens (Blog)</dc:creator>
		<pubDate>Wed, 07 Jul 2010 14:06:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=1154#comment-8859</guid>
		<description>[...] Update: Read the follow-up post about the NIVEA FOR MEN WaterfallRace. Different functions to separate actual and displayed speed values [...]</description>
		<content:encoded><![CDATA[<p>[...] Update: Read the follow-up post about the NIVEA FOR MEN WaterfallRace. Different functions to separate actual and displayed speed values [...]</p>
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	</item>
	<item>
		<title>Comment on Recent updates of the Xtext website by Industrializing ATL &#187; Blog Archive &#187; New ATL homepage</title>
		<link>http://www.heikobehrens.net/2010/01/07/recent-updates-of-the-xtext-website/#comment-8545</link>
		<dc:creator>Industrializing ATL &#187; Blog Archive &#187; New ATL homepage</dc:creator>
		<pubDate>Wed, 09 Jun 2010 08:36:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=932#comment-8545</guid>
		<description>[...] The ATL homepage now makes use of the template provided by Heiko Behrens [...]</description>
		<content:encoded><![CDATA[<p>[...] The ATL homepage now makes use of the template provided by Heiko Behrens [...]</p>
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	</item>
	<item>
		<title>Comment on Psychologically Tricked: Perceived Speed in an iPhone Game by Markus Klink</title>
		<link>http://www.heikobehrens.net/2010/06/03/psychologically-tricked-perceived-speed-in-an-iphone-game/#comment-8438</link>
		<dc:creator>Markus Klink</dc:creator>
		<pubDate>Thu, 03 Jun 2010 12:27:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=1042#comment-8438</guid>
		<description>Very nice article. I think the Hamburger public transport employs the same formula when calculating how long it takes for the next train to arrive. I never measured it, but the last minutes seem to fly by, whereas the first ones are always longer.</description>
		<content:encoded><![CDATA[<p>Very nice article. I think the Hamburger public transport employs the same formula when calculating how long it takes for the next train to arrive. I never measured it, but the last minutes seem to fly by, whereas the first ones are always longer.</p>
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	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Shashank</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-8180</link>
		<dc:creator>Shashank</dc:creator>
		<pubDate>Tue, 18 May 2010 06:53:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-8180</guid>
		<description>Works like a charm..Thank you so much Heiko !!!</description>
		<content:encoded><![CDATA[<p>Works like a charm..Thank you so much Heiko !!!</p>
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	<item>
		<title>Comment on Zuginfo für das iPhone by Günther Larsen</title>
		<link>http://www.heikobehrens.net/2008/10/24/zuginfo-fur-das-iphone/#comment-8144</link>
		<dc:creator>Günther Larsen</dc:creator>
		<pubDate>Sat, 15 May 2010 08:10:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.1160pm.net/?p=42#comment-8144</guid>
		<description>Leider hat der Entwickler das App eingestampft :(. Es ist ihm anscheinend zu viel Arbeit: http://www.ifoi-ware.net/?p=379.
Ich hab mal Fahrplan INFO ausprobiert, das macht sich als Ersatz bisher ganz gut: http://www.fahrplaninfo.com/.</description>
		<content:encoded><![CDATA[<p>Leider hat der Entwickler das App eingestampft <img src='http://www.heikobehrens.net/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> . Es ist ihm anscheinend zu viel Arbeit: <a href="http://www.ifoi-ware.net/?p=379" rel="nofollow">http://www.ifoi-ware.net/?p=379</a>.<br />
Ich hab mal Fahrplan INFO ausprobiert, das macht sich als Ersatz bisher ganz gut: <a href="http://www.fahrplaninfo.com/" rel="nofollow">http://www.fahrplaninfo.com/</a>.</p>
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	</item>
	<item>
		<title>Comment on Burlington Ducky iPhone App by Heiko Behrens</title>
		<link>http://www.heikobehrens.net/2009/10/02/burlington-ducky-iphone-app/#comment-8081</link>
		<dc:creator>Heiko Behrens</dc:creator>
		<pubDate>Tue, 11 May 2010 17:06:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=688#comment-8081</guid>
		<description>Thank you for the kudos, Matthew.

The MacDeveloper Magazine (German) will publish an article about the production of screencasts for the iPhone I wrote last week. Aroud the 27th I complement that text with a short blog post to provide links to the tools I wrote about. Hopefully, this will help you.

Please let me know which further details -apart from code- you need to understand the liquid effect.</description>
		<content:encoded><![CDATA[<p>Thank you for the kudos, Matthew.</p>
<p>The MacDeveloper Magazine (German) will publish an article about the production of screencasts for the iPhone I wrote last week. Aroud the 27th I complement that text with a short blog post to provide links to the tools I wrote about. Hopefully, this will help you.</p>
<p>Please let me know which further details -apart from code- you need to understand the liquid effect.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Burlington Ducky iPhone App by Matthew</title>
		<link>http://www.heikobehrens.net/2009/10/02/burlington-ducky-iphone-app/#comment-8071</link>
		<dc:creator>Matthew</dc:creator>
		<pubDate>Tue, 11 May 2010 05:23:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=688#comment-8071</guid>
		<description>Hi Heiko,

I&#039;m impressed with the effect but understand that you can&#039;t open source the app. I&#039;m really interested to replicate a similar effect and would appreciate further details as far as you are comfortable to release.

I&#039;m also interested in the screencast production. It looks really good!

Cheers</description>
		<content:encoded><![CDATA[<p>Hi Heiko,</p>
<p>I&#8217;m impressed with the effect but understand that you can&#8217;t open source the app. I&#8217;m really interested to replicate a similar effect and would appreciate further details as far as you are comfortable to release.</p>
<p>I&#8217;m also interested in the screencast production. It looks really good!</p>
<p>Cheers</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Esther</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-7849</link>
		<dc:creator>Esther</dc:creator>
		<pubDate>Wed, 28 Apr 2010 18:36:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-7849</guid>
		<description>Hi everyone!

First of all I want to apologize because of my bad English. Thank you so much for this amazing tool, it is being very useful for me.
I have the same problem than Robert. It works but wthout texture, and I am working with the banana example and GLGravity project to be sure that I am not making mistakes, and nothing. Could you help me to solve that please? Thank you Heiko.</description>
		<content:encoded><![CDATA[<p>Hi everyone!</p>
<p>First of all I want to apologize because of my bad English. Thank you so much for this amazing tool, it is being very useful for me.<br />
I have the same problem than Robert. It works but wthout texture, and I am working with the banana example and GLGravity project to be sure that I am not making mistakes, and nothing. Could you help me to solve that please? Thank you Heiko.</p>
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	</item>
	<item>
		<title>Comment on Burlington Ducky iPhone App by Heiko Behrens</title>
		<link>http://www.heikobehrens.net/2009/10/02/burlington-ducky-iphone-app/#comment-7546</link>
		<dc:creator>Heiko Behrens</dc:creator>
		<pubDate>Fri, 09 Apr 2010 10:59:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=688#comment-7546</guid>
		<description>Hey Big Pig, I am planning a blog post and an article (German Magazine) about this. If you need further information quickly, let me know and I could give you a call.</description>
		<content:encoded><![CDATA[<p>Hey Big Pig, I am planning a blog post and an article (German Magazine) about this. If you need further information quickly, let me know and I could give you a call.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Burlington Ducky iPhone App by Big Pig</title>
		<link>http://www.heikobehrens.net/2009/10/02/burlington-ducky-iphone-app/#comment-7545</link>
		<dc:creator>Big Pig</dc:creator>
		<pubDate>Fri, 09 Apr 2010 08:51:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=688#comment-7545</guid>
		<description>Hey Heiko,

Could you possibly share how you captured teh video and how did you rotate the iPhone simulator so smoothly (I can only rotate it 90 degrees at a time...).

Thanks!</description>
		<content:encoded><![CDATA[<p>Hey Heiko,</p>
<p>Could you possibly share how you captured teh video and how did you rotate the iPhone simulator so smoothly (I can only rotate it 90 degrees at a time&#8230;).</p>
<p>Thanks!</p>
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	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Heiko Behrens</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-7506</link>
		<dc:creator>Heiko Behrens</dc:creator>
		<pubDate>Wed, 07 Apr 2010 16:08:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-7506</guid>
		<description>Hey Carlos,

unfortunately, the script currently neither supports materials nor separate groups of faces. Both would be required to colorize your models. Sorry for that.

If you come up with a workaround or a patched version of the script, feel free to post it here!</description>
		<content:encoded><![CDATA[<p>Hey Carlos,</p>
<p>unfortunately, the script currently neither supports materials nor separate groups of faces. Both would be required to colorize your models. Sorry for that.</p>
<p>If you come up with a workaround or a patched version of the script, feel free to post it here!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The iPhone at EclipseCon 2010 by MOdeling LAnguages</title>
		<link>http://www.heikobehrens.net/2010/03/31/the-iphone-at-eclipsecon-2010/#comment-7467</link>
		<dc:creator>MOdeling LAnguages</dc:creator>
		<pubDate>Sun, 04 Apr 2010 09:38:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=968#comment-7467</guid>
		<description>&lt;strong&gt;Model Driven iPhone Application Development...&lt;/strong&gt;

Peter Friese  and  Heiko Behrens  have been blogging (check  this  and  this  links) about using  MDD  techniques to efficiently build native iPhone applications with the help of domain-specific languages....</description>
		<content:encoded><![CDATA[<p><strong>Model Driven iPhone Application Development&#8230;</strong></p>
<p>Peter Friese  and  Heiko Behrens  have been blogging (check  this  and  this  links) about using  MDD  techniques to efficiently build native iPhone applications with the help of domain-specific languages&#8230;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Carlos Pinto</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-7441</link>
		<dc:creator>Carlos Pinto</dc:creator>
		<pubDate>Fri, 02 Apr 2010 15:05:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-7441</guid>
		<description>Hello Heiko,

I was just writing back again in regards to my last post, to give you more specifics as to what would be useful to include in the script.

The .obj file that was produced for my 3D model contains color shading information such as the one below since I did not use an actual texture:

g pSphere1
usemtl initialShadingGroup
f 1//1 2//2 12//3 11//4
f 2//5 3//6 13//7 12//8
f 3//9 4//10 14//11 13//12
f 4//13 5//14 15//15 14//16
f 5//17 6//18 16//19 15//20
......

So I was wondering if there would be any way to parse these values into the equivalent in OpenGL ES that the function glColorPointer(..) would be able to take. 

Thanks,

Carlos.</description>
		<content:encoded><![CDATA[<p>Hello Heiko,</p>
<p>I was just writing back again in regards to my last post, to give you more specifics as to what would be useful to include in the script.</p>
<p>The .obj file that was produced for my 3D model contains color shading information such as the one below since I did not use an actual texture:</p>
<p>g pSphere1<br />
usemtl initialShadingGroup<br />
f 1//1 2//2 12//3 11//4<br />
f 2//5 3//6 13//7 12//8<br />
f 3//9 4//10 14//11 13//12<br />
f 4//13 5//14 15//15 14//16<br />
f 5//17 6//18 16//19 15//20<br />
&#8230;&#8230;</p>
<p>So I was wondering if there would be any way to parse these values into the equivalent in OpenGL ES that the function glColorPointer(..) would be able to take. </p>
<p>Thanks,</p>
<p>Carlos.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The iPhone at EclipseCon 2010 by Timo John</title>
		<link>http://www.heikobehrens.net/2010/03/31/the-iphone-at-eclipsecon-2010/#comment-7423</link>
		<dc:creator>Timo John</dc:creator>
		<pubDate>Thu, 01 Apr 2010 06:08:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=968#comment-7423</guid>
		<description>WOW! 
And once again I  am 100% impressed!!! Great work!</description>
		<content:encoded><![CDATA[<p>WOW!<br />
And once again I  am 100% impressed!!! Great work!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Carlos Pinto</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-7420</link>
		<dc:creator>Carlos Pinto</dc:creator>
		<pubDate>Thu, 01 Apr 2010 03:40:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-7420</guid>
		<description>Hey Heiko, I just wanted to say thanks for the very useful script, makes porting 3D models for iPhone development a breeze. Good Job. 

I do have one question though. If an object (3D object that is) was painted with some colors instead of using textures, is there any way to obtain the color data in the obj file and then be parsed to the C style arrays like your script does it? 
The color array that I am talking about would be used in the function: glColorPointer(...) of the OpenGL ES API&#039;s.

Please let me know either by email or directly in this blog.

Thanks in advance.</description>
		<content:encoded><![CDATA[<p>Hey Heiko, I just wanted to say thanks for the very useful script, makes porting 3D models for iPhone development a breeze. Good Job. </p>
<p>I do have one question though. If an object (3D object that is) was painted with some colors instead of using textures, is there any way to obtain the color data in the obj file and then be parsed to the C style arrays like your script does it?<br />
The color array that I am talking about would be used in the function: glColorPointer(&#8230;) of the OpenGL ES API&#8217;s.</p>
<p>Please let me know either by email or directly in this blog.</p>
<p>Thanks in advance.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by robert</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-7273</link>
		<dc:creator>robert</dc:creator>
		<pubDate>Sun, 21 Mar 2010 06:41:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-7273</guid>
		<description>hi again. thanks fot quick respond
It works! but without texture. I am using the banana example. I resolved the problem by enabling following:
       //enable vertex coordinate array when glDrawArrays is called
        glEnableClientState(GL_VERTEX_ARRAY);
	//enable normal array when glDrawArrays is called
	glEnableClientState(GL_NORMAL_ARRAY);
	//enable texture coordinate array when glDrawArrays is called
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
Do Yoy have any ide how to fix the texture?
Cheers!</description>
		<content:encoded><![CDATA[<p>hi again. thanks fot quick respond<br />
It works! but without texture. I am using the banana example. I resolved the problem by enabling following:<br />
       //enable vertex coordinate array when glDrawArrays is called<br />
        glEnableClientState(GL_VERTEX_ARRAY);<br />
	//enable normal array when glDrawArrays is called<br />
	glEnableClientState(GL_NORMAL_ARRAY);<br />
	//enable texture coordinate array when glDrawArrays is called<br />
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);<br />
Do Yoy have any ide how to fix the texture?<br />
Cheers!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Heiko Behrens</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-7272</link>
		<dc:creator>Heiko Behrens</dc:creator>
		<pubDate>Sun, 21 Mar 2010 04:19:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-7272</guid>
		<description>Hey Robert,

great to see that someone even tries to use this for VS! Unfortunately, I cannot assist you without further information. Did you try to narrow this down already? How does a simple header file (e.g. the examples) behave? Are you able to visualize anything loaded via glVertexPointer? How do these arrays differ from those generated by obj2opengl?</description>
		<content:encoded><![CDATA[<p>Hey Robert,</p>
<p>great to see that someone even tries to use this for VS! Unfortunately, I cannot assist you without further information. Did you try to narrow this down already? How does a simple header file (e.g. the examples) behave? Are you able to visualize anything loaded via glVertexPointer? How do these arrays differ from those generated by obj2opengl?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by robert</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-7270</link>
		<dc:creator>robert</dc:creator>
		<pubDate>Sun, 21 Mar 2010 01:06:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-7270</guid>
		<description>hi there.
I am trying to implement your project into opengl under windows xp using visual studio 2008. I convert the .obj file, paste the code to draw the model and I include the .h file to my project. Project compiles but the model does not come up on-screen. Is there any way to make it working? Cheers!</description>
		<content:encoded><![CDATA[<p>hi there.<br />
I am trying to implement your project into opengl under windows xp using visual studio 2008. I convert the .obj file, paste the code to draw the model and I include the .h file to my project. Project compiles but the model does not come up on-screen. Is there any way to make it working? Cheers!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Ty</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-7199</link>
		<dc:creator>Ty</dc:creator>
		<pubDate>Tue, 16 Mar 2010 19:10:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-7199</guid>
		<description>Heiko et all,

Last night at about 4AM, I think I figured this &#039;bug&#039; out. Turns out it is not a &#039;bug&#039; at all, and has nothing to do with the obj2opengl script.  

If you manipulate a mesh in Silo and try to export it as a .obj, Silo will export it as Quads, not Triangles.  Before you export your model from Silo, you must select it and choose &quot;Modify&quot; -&gt; &quot;Triangulate&quot; or [Control + Shift + T].  Once you do this, you can export your model from Silo, run obj2opengl and the iphone will render the .h properly.

Thanks to Jeff LaMarche for confirming the solution. Hope this post saves someone a couple days.

Thanks again Heiko, for such a great little script.

best wishes to all,
ty</description>
		<content:encoded><![CDATA[<p>Heiko et all,</p>
<p>Last night at about 4AM, I think I figured this &#8216;bug&#8217; out. Turns out it is not a &#8216;bug&#8217; at all, and has nothing to do with the obj2opengl script.  </p>
<p>If you manipulate a mesh in Silo and try to export it as a .obj, Silo will export it as Quads, not Triangles.  Before you export your model from Silo, you must select it and choose &#8220;Modify&#8221; -&gt; &#8220;Triangulate&#8221; or [Control + Shift + T].  Once you do this, you can export your model from Silo, run obj2opengl and the iphone will render the .h properly.</p>
<p>Thanks to Jeff LaMarche for confirming the solution. Hope this post saves someone a couple days.</p>
<p>Thanks again Heiko, for such a great little script.</p>
<p>best wishes to all,<br />
ty</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Ty</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-7176</link>
		<dc:creator>Ty</dc:creator>
		<pubDate>Mon, 15 Mar 2010 17:44:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-7176</guid>
		<description>Heiko,

Thanks for getting back to me. Great little utility!  I am really interested in figuring this out and appreciate you taking the time to look at it. I posted both a cube and sphere here:   http://gist.github.com/333101

Both models have the same visual artifact.  

cube.obj:  http://gist.github.com/raw/333101/b24c888179d871c4355cbd54a21ad616b4afa3d1/cube.obj

sphere.obj:  http://gist.github.com/raw/333101/e2b4dc69df4f25bd0196817fc3f5d7ee5aec2b9a/sphere.obj

I have tried dozens of models, all have the same issue.  For what it is worth, Blender can&#039;t open Silo .obj files, so perhaps Silo went off standard.

Anyway, thanks again....  Wow, &quot;Blender makes my head heart.&quot; Apparently Blender makes me funny too.</description>
		<content:encoded><![CDATA[<p>Heiko,</p>
<p>Thanks for getting back to me. Great little utility!  I am really interested in figuring this out and appreciate you taking the time to look at it. I posted both a cube and sphere here:   <a href="http://gist.github.com/333101" rel="nofollow">http://gist.github.com/333101</a></p>
<p>Both models have the same visual artifact.  </p>
<p>cube.obj:  <a href="http://gist.github.com/raw/333101/b24c888179d871c4355cbd54a21ad616b4afa3d1/cube.obj" rel="nofollow">http://gist.github.com/raw/333101/b24c888179d871c4355cbd54a21ad616b4afa3d1/cube.obj</a></p>
<p>sphere.obj:  <a href="http://gist.github.com/raw/333101/e2b4dc69df4f25bd0196817fc3f5d7ee5aec2b9a/sphere.obj" rel="nofollow">http://gist.github.com/raw/333101/e2b4dc69df4f25bd0196817fc3f5d7ee5aec2b9a/sphere.obj</a></p>
<p>I have tried dozens of models, all have the same issue.  For what it is worth, Blender can&#8217;t open Silo .obj files, so perhaps Silo went off standard.</p>
<p>Anyway, thanks again&#8230;.  Wow, &#8220;Blender makes my head heart.&#8221; Apparently Blender makes me funny too.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Heiko Behrens</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-7171</link>
		<dc:creator>Heiko Behrens</dc:creator>
		<pubDate>Mon, 15 Mar 2010 10:31:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-7171</guid>
		<description>Hey Lisa, Hey Ty,

please provide the .obj file of the most simple version with errors you are converting from (e.g. a cube). I think, the format of the .obj file is slighty different from what the script expects.</description>
		<content:encoded><![CDATA[<p>Hey Lisa, Hey Ty,</p>
<p>please provide the .obj file of the most simple version with errors you are converting from (e.g. a cube). I think, the format of the .obj file is slighty different from what the script expects.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Ty</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-7165</link>
		<dc:creator>Ty</dc:creator>
		<pubDate>Mon, 15 Mar 2010 08:56:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-7165</guid>
		<description>Heiko,

I seem to be experiencing some problems converting Silo 2 .obj files to .h files with obj2opengl. The conversion appears to work and I am able to load the .h file on an iphone using GLGravity. But the iphone only seems to render the model partially, in a triangle pattern as indicated here: http://imgur.com/fGN8f.jpg

I found another script, for blender, which enabled me to export solid models:
http://iphonedevelopment.blogspot.com/2009/07/improved-blender-export.html

But I would prefer to model in Silo. Blender makes my head heart. Any idea what&#039;s going on here?</description>
		<content:encoded><![CDATA[<p>Heiko,</p>
<p>I seem to be experiencing some problems converting Silo 2 .obj files to .h files with obj2opengl. The conversion appears to work and I am able to load the .h file on an iphone using GLGravity. But the iphone only seems to render the model partially, in a triangle pattern as indicated here: <a href="http://imgur.com/fGN8f.jpg" rel="nofollow">http://imgur.com/fGN8f.jpg</a></p>
<p>I found another script, for blender, which enabled me to export solid models:<br />
<a href="http://iphonedevelopment.blogspot.com/2009/07/improved-blender-export.html" rel="nofollow">http://iphonedevelopment.blogspot.com/2009/07/improved-blender-export.html</a></p>
<p>But I would prefer to model in Silo. Blender makes my head heart. Any idea what&#8217;s going on here?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mac SVN Server by Sonique</title>
		<link>http://www.heikobehrens.net/2009/05/24/mac-svn-server/#comment-7061</link>
		<dc:creator>Sonique</dc:creator>
		<pubDate>Wed, 10 Mar 2010 08:39:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.1160pm.net/?p=460#comment-7061</guid>
		<description>Hello, this is a great article. But if you need an easy setup of Subversion server with very nice GUI Trac (from edgewall), you can try SPMPT. It&#039;s a package which include Subversion server, Trac, (and python / mod_python) for MAMP.</description>
		<content:encoded><![CDATA[<p>Hello, this is a great article. But if you need an easy setup of Subversion server with very nice GUI Trac (from edgewall), you can try SPMPT. It&#8217;s a package which include Subversion server, Trac, (and python / mod_python) for MAMP.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Xtext at DemoCamp London in June 2009 by Adnane</title>
		<link>http://www.heikobehrens.net/2009/07/01/xtext-at-democamp-london-in-june-2009/#comment-6985</link>
		<dc:creator>Adnane</dc:creator>
		<pubDate>Tue, 09 Mar 2010 11:53:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.1160pm.net/?p=590#comment-6985</guid>
		<description>ok , I see
can&#039;t waiting for that XD
thank you Mr.Heiko</description>
		<content:encoded><![CDATA[<p>ok , I see<br />
can&#8217;t waiting for that XD<br />
thank you Mr.Heiko</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Xtext at DemoCamp London in June 2009 by Heiko Behrens</title>
		<link>http://www.heikobehrens.net/2009/07/01/xtext-at-democamp-london-in-june-2009/#comment-6982</link>
		<dc:creator>Heiko Behrens</dc:creator>
		<pubDate>Tue, 09 Mar 2010 10:17:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.1160pm.net/?p=590#comment-6982</guid>
		<description>Thank you Adnane, I am planning to publish it before the EclipseCon since Bernhard Merkle will use it to compare different frameworks (including Xtext) against each other and I&#039;d like to promote his talk :)</description>
		<content:encoded><![CDATA[<p>Thank you Adnane, I am planning to publish it before the EclipseCon since Bernhard Merkle will use it to compare different frameworks (including Xtext) against each other and I&#8217;d like to promote his talk <img src='http://www.heikobehrens.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Xtext at DemoCamp London in June 2009 by Adnane</title>
		<link>http://www.heikobehrens.net/2009/07/01/xtext-at-democamp-london-in-june-2009/#comment-6981</link>
		<dc:creator>Adnane</dc:creator>
		<pubDate>Tue, 09 Mar 2010 10:07:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.1160pm.net/?p=590#comment-6981</guid>
		<description>Hello !

first of all , thanks for your presentation, I like it !! 
actually , i&#039;m trying to use xtext in my project , so i need to see some examples first to get ready ! 
So , can you make the chess example available for us?  
thank you for answering  

Best regards</description>
		<content:encoded><![CDATA[<p>Hello !</p>
<p>first of all , thanks for your presentation, I like it !!<br />
actually , i&#8217;m trying to use xtext in my project , so i need to see some examples first to get ready !<br />
So , can you make the chess example available for us?<br />
thank you for answering  </p>
<p>Best regards</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Sergey Kopanev</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-6748</link>
		<dc:creator>Sergey Kopanev</dc:creator>
		<pubDate>Sat, 27 Feb 2010 17:33:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-6748</guid>
		<description>Heiko,

What is &quot;Center&quot; that script saying ?
Center: 

I have two models and i have no success draw it correctly in space.
I&#039;ve tried glTranslatef to &quot;Center&quot; and glScalef  by &quot;Scale by&quot; before rendering - but my models located in space at the wrong coordinates.

How can I draw 2 models on their coordinates same as in 3dMax?

thanks,</description>
		<content:encoded><![CDATA[<p>Heiko,</p>
<p>What is &#8220;Center&#8221; that script saying ?<br />
Center: </p>
<p>I have two models and i have no success draw it correctly in space.<br />
I&#8217;ve tried glTranslatef to &#8220;Center&#8221; and glScalef  by &#8220;Scale by&#8221; before rendering &#8211; but my models located in space at the wrong coordinates.</p>
<p>How can I draw 2 models on their coordinates same as in 3dMax?</p>
<p>thanks,</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Sergey Kopanev</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-6747</link>
		<dc:creator>Sergey Kopanev</dc:creator>
		<pubDate>Sat, 27 Feb 2010 16:42:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-6747</guid>
		<description>Heiko,

Thanks for answer. Do you have a plan make script working with some textures ?</description>
		<content:encoded><![CDATA[<p>Heiko,</p>
<p>Thanks for answer. Do you have a plan make script working with some textures ?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on YouTube-Video in PowerPoint einbinden by Moritz</title>
		<link>http://www.heikobehrens.net/2008/04/20/youtube-video-in-powerpoint-einbinden/#comment-6741</link>
		<dc:creator>Moritz</dc:creator>
		<pubDate>Sat, 27 Feb 2010 10:10:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.1160pm.net/?p=3#comment-6741</guid>
		<description>Herzlichen Dank! Funktioniert super!</description>
		<content:encoded><![CDATA[<p>Herzlichen Dank! Funktioniert super!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Lisa Wilkinson</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-6665</link>
		<dc:creator>Lisa Wilkinson</dc:creator>
		<pubDate>Tue, 23 Feb 2010 21:19:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-6665</guid>
		<description>Here&#039;s another example.
Maya: http://imgur.com/PVYqa.png
iPhone: http://imgur.com/FGcGs.png
Texture: http://imgur.com/ivt5J.png

and my code to draw it:

	glPushMatrix();
	glBindTexture(GL_TEXTURE_2D, textures[13]);
	glVertexPointer(3, GL_FLOAT, 0, cubeVerts);
	glTexCoordPointer(2, GL_FLOAT, 0, cubeTexCoords);
	glDrawArrays(GL_TRIANGLES, 0, cubeNumVerts);
	glPopMatrix();</description>
		<content:encoded><![CDATA[<p>Here&#8217;s another example.<br />
Maya: <a href="http://imgur.com/PVYqa.png" rel="nofollow">http://imgur.com/PVYqa.png</a><br />
iPhone: <a href="http://imgur.com/FGcGs.png" rel="nofollow">http://imgur.com/FGcGs.png</a><br />
Texture: <a href="http://imgur.com/ivt5J.png" rel="nofollow">http://imgur.com/ivt5J.png</a></p>
<p>and my code to draw it:</p>
<p>	glPushMatrix();<br />
	glBindTexture(GL_TEXTURE_2D, textures[13]);<br />
	glVertexPointer(3, GL_FLOAT, 0, cubeVerts);<br />
	glTexCoordPointer(2, GL_FLOAT, 0, cubeTexCoords);<br />
	glDrawArrays(GL_TRIANGLES, 0, cubeNumVerts);<br />
	glPopMatrix();</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Heiko Behrens</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-6652</link>
		<dc:creator>Heiko Behrens</dc:creator>
		<pubDate>Tue, 23 Feb 2010 08:31:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-6652</guid>
		<description>Hey Lisa, can you reproduce this error with a simpler example (e.g. a cube)? I am afraid the .obj file itself has some unexpected mappings.</description>
		<content:encoded><![CDATA[<p>Hey Lisa, can you reproduce this error with a simpler example (e.g. a cube)? I am afraid the .obj file itself has some unexpected mappings.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Heiko Behrens</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-6651</link>
		<dc:creator>Heiko Behrens</dc:creator>
		<pubDate>Tue, 23 Feb 2010 08:31:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-6651</guid>
		<description>Sergey, currently the script merges all groups into a single object and can handle only one texture.</description>
		<content:encoded><![CDATA[<p>Sergey, currently the script merges all groups into a single object and can handle only one texture.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Lisa Wilkinson</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-6647</link>
		<dc:creator>Lisa Wilkinson</dc:creator>
		<pubDate>Tue, 23 Feb 2010 03:11:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-6647</guid>
		<description>Hi, 

I have been having problems getting the UV texture coordinates to work.
Here is a screen shot of what it looks like in Maya: http://imgur.com/z2Ica.png
and what it looks like on the iPhone: http://imgur.com/A1alQ.png

Does anyone know how this could be fixed?
Thanks in advance for any help</description>
		<content:encoded><![CDATA[<p>Hi, </p>
<p>I have been having problems getting the UV texture coordinates to work.<br />
Here is a screen shot of what it looks like in Maya: <a href="http://imgur.com/z2Ica.png" rel="nofollow">http://imgur.com/z2Ica.png</a><br />
and what it looks like on the iPhone: <a href="http://imgur.com/A1alQ.png" rel="nofollow">http://imgur.com/A1alQ.png</a></p>
<p>Does anyone know how this could be fixed?<br />
Thanks in advance for any help</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Sergey Kopanev</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-6232</link>
		<dc:creator>Sergey Kopanev</dc:creator>
		<pubDate>Thu, 04 Feb 2010 18:00:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-6232</guid>
		<description>Hello, all

But what if the object 2 or more textures?
thanks.</description>
		<content:encoded><![CDATA[<p>Hello, all</p>
<p>But what if the object 2 or more textures?<br />
thanks.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Mirza Garibovic</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-6226</link>
		<dc:creator>Mirza Garibovic</dc:creator>
		<pubDate>Thu, 04 Feb 2010 14:29:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-6226</guid>
		<description>Hi Heiko,

I made a small change to this so that it interleaves the vertex data in one contiguous array, according to http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html

obj2opengl.pl:
http://docs.google.com/leaf?id=0B3MMs33O0RexZDUzZDU1ZjItMjRlZi00OGQwLThkOTktN2RkYWM4MzNiMDM3&amp;hl=en

Example output (cube.h):
http://docs.google.com/leaf?id=0B3MMs33O0RexMGY0YTI0NjAtY2E1MC00MGYwLWIxM2EtMGRmYzExMzE0ODUz&amp;hl=en

Example draw (note the required stride constant):

  glVertexPointer(3, GL_FLOAT, cubeStride, cubeVerts);

  glNormalPointer(GL_FLOAT, cubeStride, cubeNormals);

  glDrawArrays(GL_TRIANGLES, 0, cubeNumVerts);</description>
		<content:encoded><![CDATA[<p>Hi Heiko,</p>
<p>I made a small change to this so that it interleaves the vertex data in one contiguous array, according to <a href="http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html" rel="nofollow">http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html</a></p>
<p>obj2opengl.pl:<br />
<a href="http://docs.google.com/leaf?id=0B3MMs33O0RexZDUzZDU1ZjItMjRlZi00OGQwLThkOTktN2RkYWM4MzNiMDM3&amp;hl=en" rel="nofollow">http://docs.google.com/leaf?id=0B3MMs33O0RexZDUzZDU1ZjItMjRlZi00OGQwLThkOTktN2RkYWM4MzNiMDM3&amp;hl=en</a></p>
<p>Example output (cube.h):<br />
<a href="http://docs.google.com/leaf?id=0B3MMs33O0RexMGY0YTI0NjAtY2E1MC00MGYwLWIxM2EtMGRmYzExMzE0ODUz&amp;hl=en" rel="nofollow">http://docs.google.com/leaf?id=0B3MMs33O0RexMGY0YTI0NjAtY2E1MC00MGYwLWIxM2EtMGRmYzExMzE0ODUz&amp;hl=en</a></p>
<p>Example draw (note the required stride constant):</p>
<p>  glVertexPointer(3, GL_FLOAT, cubeStride, cubeVerts);</p>
<p>  glNormalPointer(GL_FLOAT, cubeStride, cubeNormals);</p>
<p>  glDrawArrays(GL_TRIANGLES, 0, cubeNumVerts);</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Sergey Kopanev</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-6202</link>
		<dc:creator>Sergey Kopanev</dc:creator>
		<pubDate>Wed, 03 Feb 2010 13:31:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-6202</guid>
		<description>Thanks! Very nice script.</description>
		<content:encoded><![CDATA[<p>Thanks! Very nice script.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on 100 Liegestütze in 6 Wochen by BMWM5</title>
		<link>http://www.heikobehrens.net/2009/03/18/100-liegestuetze-in-6-wochen/#comment-6110</link>
		<dc:creator>BMWM5</dc:creator>
		<pubDate>Fri, 29 Jan 2010 23:53:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.1160pm.net/?p=266#comment-6110</guid>
		<description>Ich habe auch aber nicht alle 6 wochen :)

Http://www.hundertliegestuetze.de</description>
		<content:encoded><![CDATA[<p>Ich habe auch aber nicht alle 6 wochen <img src='http://www.heikobehrens.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Http://www.hundertliegestuetze.de</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by Kjaerjakcajk</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-5832</link>
		<dc:creator>Kjaerjakcajk</dc:creator>
		<pubDate>Mon, 18 Jan 2010 01:07:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-5832</guid>
		<description>Thanks for this, very helpful.</description>
		<content:encoded><![CDATA[<p>Thanks for this, very helpful.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on 100 Liegestütze in 6 Wochen by Russman</title>
		<link>http://www.heikobehrens.net/2009/03/18/100-liegestuetze-in-6-wochen/#comment-5790</link>
		<dc:creator>Russman</dc:creator>
		<pubDate>Fri, 15 Jan 2010 23:24:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.1160pm.net/?p=266#comment-5790</guid>
		<description>Ich habe das Programm auch gemacht und die 100 geschafft musste aber z.T ein paar Wochen wiederholen..ging bei mir 10 Wochen :D
Was es bringt?? Motivation zum Weitermachen, guter Einstieg!!
Aber es kommt auch draufan wie du die Liegestütze machst..ist alles Ansichtssache.</description>
		<content:encoded><![CDATA[<p>Ich habe das Programm auch gemacht und die 100 geschafft musste aber z.T ein paar Wochen wiederholen..ging bei mir 10 Wochen <img src='http://www.heikobehrens.net/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /><br />
Was es bringt?? Motivation zum Weitermachen, guter Einstieg!!<br />
Aber es kommt auch draufan wie du die Liegestütze machst..ist alles Ansichtssache.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Recent updates of the Xtext website by Denis Roy</title>
		<link>http://www.heikobehrens.net/2010/01/07/recent-updates-of-the-xtext-website/#comment-5571</link>
		<dc:creator>Denis Roy</dc:creator>
		<pubDate>Fri, 08 Jan 2010 14:48:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=932#comment-5571</guid>
		<description>Heiko, thanks again for the great work!  I&#039;m sure all the new projects will appreciate the new template!</description>
		<content:encoded><![CDATA[<p>Heiko, thanks again for the great work!  I&#8217;m sure all the new projects will appreciate the new template!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on obj2opengl: convert obj 3D models to arrays compatible with iPhone OpenGL ES by iphone4</title>
		<link>http://www.heikobehrens.net/2009/08/27/obj2opengl/#comment-5441</link>
		<dc:creator>iphone4</dc:creator>
		<pubDate>Mon, 04 Jan 2010 18:17:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.heikobehrens.net/?p=695#comment-5441</guid>
		<description>There is a typo:
	print OUTFILE &quot;glTexCoordPointer(2, GL_FLOAT, 0, &quot;.$object.&quot;TexCoords);\n&quot;
		if $numTextrue &gt; 0;

should be:
	print OUTFILE &quot;glTexCoordPointer(2, GL_FLOAT, 0, &quot;.$object.&quot;TexCoords);\n&quot;
		if $numTexture &gt; 0;

It stops glTexCoordPointer appearing in comment.

Nice script though!</description>
		<content:encoded><![CDATA[<p>There is a typo:<br />
	print OUTFILE &#8220;glTexCoordPointer(2, GL_FLOAT, 0, &#8220;.$object.&#8221;TexCoords);\n&#8221;<br />
		if $numTextrue &gt; 0;</p>
<p>should be:<br />
	print OUTFILE &#8220;glTexCoordPointer(2, GL_FLOAT, 0, &#8220;.$object.&#8221;TexCoords);\n&#8221;<br />
		if $numTexture &gt; 0;</p>
<p>It stops glTexCoordPointer appearing in comment.</p>
<p>Nice script though!</p>
]]></content:encoded>
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