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	<title>Comments on: OpenGL-ES Texture Mapping for iPhone / Oolong / PowerVR</title>
	<atom:link href="http://www.BluMtnWerx.com/blog/2009/06/opengl-es-texture-mapping-for-iphone-oolong-powervr/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.BluMtnWerx.com/blog/2009/06/opengl-es-texture-mapping-for-iphone-oolong-powervr/</link>
	<description>Computing at the Edge!</description>
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		<title>By: accessoires</title>
		<link>http://www.BluMtnWerx.com/blog/2009/06/opengl-es-texture-mapping-for-iphone-oolong-powervr/comment-page-1/#comment-283</link>
		<dc:creator>accessoires</dc:creator>
		<pubDate>Mon, 14 Dec 2009 11:08:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=84#comment-283</guid>
		<description>I got into developing iPhone apps not long ago, and oddly enough the current iPhone project was actually born on the Windows platform. Game engine code is mostly designed to be platform neutral from the onset, in the hope of porting the project to other embedded devices. If you are starting out and want to approach your projects in a similar way, you may want to download the OpenGL ES 1.x and 2.0 SDK/emulators for both Windows and Linux from ImgTec.</description>
		<content:encoded><![CDATA[<p>I got into developing iPhone apps not long ago, and oddly enough the current iPhone project was actually born on the Windows platform. Game engine code is mostly designed to be platform neutral from the onset, in the hope of porting the project to other embedded devices. If you are starting out and want to approach your projects in a similar way, you may want to download the OpenGL ES 1.x and 2.0 SDK/emulators for both Windows and Linux from ImgTec.</p>
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		<title>By: paul</title>
		<link>http://www.BluMtnWerx.com/blog/2009/06/opengl-es-texture-mapping-for-iphone-oolong-powervr/comment-page-1/#comment-263</link>
		<dc:creator>paul</dc:creator>
		<pubDate>Mon, 29 Jun 2009 04:16:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=84#comment-263</guid>
		<description>Exporting meshes from Blender to Oolong is covered here:

http://www.blumtnwerx.com/blog/2009/03/blender-to-pod-for-oolong/


paul</description>
		<content:encoded><![CDATA[<p>Exporting meshes from Blender to Oolong is covered here:</p>
<p><a href="http://www.blumtnwerx.com/blog/2009/03/blender-to-pod-for-oolong/" rel="nofollow">http://www.blumtnwerx.com/blog/2009/03/blender-to-pod-for-oolong/</a></p>
<p>paul</p>
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		<title>By: gregj</title>
		<link>http://www.BluMtnWerx.com/blog/2009/06/opengl-es-texture-mapping-for-iphone-oolong-powervr/comment-page-1/#comment-262</link>
		<dc:creator>gregj</dc:creator>
		<pubDate>Sun, 28 Jun 2009 20:28:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.BluMtnWerx.com/blog/?p=84#comment-262</guid>
		<description>and what about mesh? how to export that to something oolong can load, and use in iphone app ?

To be fair, I would love to see a full tut on how to create scene, few (possibly animated) objects in blender, and than create iphone app using that. If you can, even with little details - describe that to me, once I get around to do it, and finish it successfully - I would love to publish it.</description>
		<content:encoded><![CDATA[<p>and what about mesh? how to export that to something oolong can load, and use in iphone app ?</p>
<p>To be fair, I would love to see a full tut on how to create scene, few (possibly animated) objects in blender, and than create iphone app using that. If you can, even with little details &#8211; describe that to me, once I get around to do it, and finish it successfully &#8211; I would love to publish it.</p>
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