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	<title>Comments for Wii Internet Channel Homebrew</title>
	<atom:link href="http://blog.wiioperasdk.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.wiioperasdk.com</link>
	<description>A Learning and Sharing Resource for Developers of Internet Games for the Wii</description>
	<pubDate>Wed, 20 Aug 2008 21:11:49 +0000</pubDate>
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		<title>Comment on How-To Series: Tiling Engine - Part 1 by soma</title>
		<link>http://blog.wiioperasdk.com/2008/05/18/how-to-series-tiling-engine-part-1/#comment-49</link>
		<dc:creator>soma</dc:creator>
		<pubDate>Wed, 20 Aug 2008 14:23:39 +0000</pubDate>
		<guid isPermaLink="false">http://blog.wiioperasdk.com/?p=17#comment-49</guid>
		<description>&lt;strong&gt;myth of soma...&lt;/strong&gt;

soma price...</description>
		<content:encoded><![CDATA[<p><strong>myth of soma&#8230;</strong></p>
<p>soma price&#8230;</p>
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		<title>Comment on Updated Homepage Interface by Updated Homepage Interface : games lowerautoinsurance</title>
		<link>http://blog.wiioperasdk.com/2008/08/16/updated-homepage-interface/#comment-48</link>
		<dc:creator>Updated Homepage Interface : games lowerautoinsurance</dc:creator>
		<pubDate>Sat, 16 Aug 2008 23:40:05 +0000</pubDate>
		<guid isPermaLink="false">http://blog.wiioperasdk.com/?p=27#comment-48</guid>
		<description>[...] Original post by HullBreach [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Original post by HullBreach [&#8230;]</p>
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	<item>
		<title>Comment on How to Texture-Map Triangles in a Canvas by HullBreach</title>
		<link>http://blog.wiioperasdk.com/2008/04/29/how-to-texture-map-triangles-in-a-canvas/#comment-32</link>
		<dc:creator>HullBreach</dc:creator>
		<pubDate>Thu, 05 Jun 2008 02:29:47 +0000</pubDate>
		<guid isPermaLink="false">http://blog.wiioperasdk.com/?p=12#comment-32</guid>
		<description>I have some ideas in mind for version 3.x of the SDK.  One such idea is to redefine meshes (and provide a converter from the old format, of course).  Meshes could contain something like this:

x1,y1,z1, x2,y2,z2, x3,y3,z3, texture, brightness, r,g,b
x1,y1, x2,y2, x3,y3, texture, brightness, r,g,b

A texture value of -1 could flag the function to know that the triangle is flat-shaded instead of textured.  The speed decrease would be minimal to do a simple if-then check, but it could potentially increase the execution speed with less code for Opera to scan and parse.</description>
		<content:encoded><![CDATA[<p>I have some ideas in mind for version 3.x of the SDK.  One such idea is to redefine meshes (and provide a converter from the old format, of course).  Meshes could contain something like this:</p>
<p>x1,y1,z1, x2,y2,z2, x3,y3,z3, texture, brightness, r,g,b<br />
x1,y1, x2,y2, x3,y3, texture, brightness, r,g,b</p>
<p>A texture value of -1 could flag the function to know that the triangle is flat-shaded instead of textured.  The speed decrease would be minimal to do a simple if-then check, but it could potentially increase the execution speed with less code for Opera to scan and parse.</p>
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		<title>Comment on How to Texture-Map Triangles in a Canvas by TK02</title>
		<link>http://blog.wiioperasdk.com/2008/04/29/how-to-texture-map-triangles-in-a-canvas/#comment-30</link>
		<dc:creator>TK02</dc:creator>
		<pubDate>Tue, 03 Jun 2008 02:11:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.wiioperasdk.com/?p=12#comment-30</guid>
		<description>Thanks! I assume you have updated the 3d2.js and draw.js used in texturemap.html to include the Tangent128 accelerations?

I was thinking of not needing separate functions for texture and color, rather allowing the mesh definition to include some texture triangles and some flat ones, and all the functions handle either appropriately. But if the texture rendering is fast enough, maybe I can just go with all textures... in which case we can remove the flat-color code to optimize.</description>
		<content:encoded><![CDATA[<p>Thanks! I assume you have updated the 3d2.js and draw.js used in texturemap.html to include the Tangent128 accelerations?</p>
<p>I was thinking of not needing separate functions for texture and color, rather allowing the mesh definition to include some texture triangles and some flat ones, and all the functions handle either appropriately. But if the texture rendering is fast enough, maybe I can just go with all textures&#8230; in which case we can remove the flat-color code to optimize.</p>
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		<title>Comment on Triangle Texture-Mapping Now in the Wii Opera SDK by Toby</title>
		<link>http://blog.wiioperasdk.com/2008/04/28/triangle-texture-mapping-now-in-the-wii-opera-sdk/#comment-29</link>
		<dc:creator>Toby</dc:creator>
		<pubDate>Mon, 02 Jun 2008 13:39:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.wiioperasdk.com/?p=11#comment-29</guid>
		<description>&lt;strong&gt;Toby...&lt;/strong&gt;

Good work.  I am going to read some more on this....</description>
		<content:encoded><![CDATA[<p><strong>Toby&#8230;</strong></p>
<p>Good work.  I am going to read some more on this&#8230;.</p>
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