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	<title>Comments for nulldesign // lars gerckens</title>
	<atom:link href="http://www.nulldesign.de/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nulldesign.de</link>
	<description>blog &#38; portfolio</description>
	<lastBuildDate>Wed, 22 Feb 2012 08:39:00 +0000</lastBuildDate>
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		<title>Comment on ND2D best practices &#8211; howto by lars</title>
		<link>http://www.nulldesign.de/2012/01/30/nd2d-best-practices-how-to/comment-page-1/#comment-51381</link>
		<dc:creator>lars</dc:creator>
		<pubDate>Wed, 22 Feb 2012 08:39:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=734#comment-51381</guid>
		<description>@yang: You could set the scaleX to -1 to achieve a mirror effect.</description>
		<content:encoded><![CDATA[<p>@yang: You could set the scaleX to -1 to achieve a mirror effect.</p>
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		<title>Comment on AS3 Preloading continued by Flex常用网站 &#171; XuYin&#039;s Blog!</title>
		<link>http://www.nulldesign.de/2007/11/30/as3-preloading-continued/comment-page-1/#comment-51249</link>
		<dc:creator>Flex常用网站 &#171; XuYin&#039;s Blog!</dc:creator>
		<pubDate>Tue, 21 Feb 2012 05:28:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/2007/11/30/as3-preloading-continued/#comment-51249</guid>
		<description>[...] entry point of swf http://www.flashdevelop.org/community/viewtopic.php AS3 Preloading continued http://www.nulldesign.de/2007/11/30/as3-preloading-continued/ Getting Started with the PureMVC Startup Manager – Introduction [...]</description>
		<content:encoded><![CDATA[<p>[...] entry point of swf <a href="http://www.flashdevelop.org/community/viewtopic.php" rel="nofollow">http://www.flashdevelop.org/community/viewtopic.php</a> AS3 Preloading continued <a href="http://www.nulldesign.de/2007/11/30/as3-preloading-continued/" rel="nofollow">http://www.nulldesign.de/2007/11/30/as3-preloading-continued/</a> Getting Started with the PureMVC Startup Manager – Introduction [...]</p>
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		<title>Comment on ND2D best practices &#8211; howto by yang</title>
		<link>http://www.nulldesign.de/2012/01/30/nd2d-best-practices-how-to/comment-page-1/#comment-51243</link>
		<dc:creator>yang</dc:creator>
		<pubDate>Tue, 21 Feb 2012 04:36:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=734#comment-51243</guid>
		<description>Hi,
I have a spritesheet with 5 direction and I want mirror 3 of them to make 8 direction game.
my question is , how can I mirror it at runtime?</description>
		<content:encoded><![CDATA[<p>Hi,<br />
I have a spritesheet with 5 direction and I want mirror 3 of them to make 8 direction game.<br />
my question is , how can I mirror it at runtime?</p>
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		<title>Comment on ND2D best practices &#8211; howto by Mike</title>
		<link>http://www.nulldesign.de/2012/01/30/nd2d-best-practices-how-to/comment-page-1/#comment-48982</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Fri, 03 Feb 2012 20:02:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=734#comment-48982</guid>
		<description>Hi,
I&#039;ve also been working on Nape+ND2D integration and have recently push the  project to github...

&lt;a href=&quot;https://github.com/mikedotalmond/napoleon&quot; rel=&quot;nofollow&quot;&gt;Napoleon&lt;/a&gt;
&lt;a href=&quot;http://mikedotalmond.github.com/napoleon/&quot; rel=&quot;nofollow&quot;&gt;Napoleon test page&lt;/a&gt;
&lt;a href=&quot;https://github.com/mikedotalmond/nd2d&quot; rel=&quot;nofollow&quot;&gt;My ND2D fork&lt;/a&gt;

During development I&#039;ve also been modifiying and adding to ND2D (in my fork) - including adding Polygon2D for creating / drawing convex polygons in ND2D.

It&#039;s early days, but I&#039;m pretty happy with how it&#039;s coming along, thanks mainly to the solid foundations provided by ND2D! :)</description>
		<content:encoded><![CDATA[<p>Hi,<br />
I&#8217;ve also been working on Nape+ND2D integration and have recently push the  project to github&#8230;</p>
<p><a href="https://github.com/mikedotalmond/napoleon" rel="nofollow">Napoleon</a><br />
<a href="http://mikedotalmond.github.com/napoleon/" rel="nofollow">Napoleon test page</a><br />
<a href="https://github.com/mikedotalmond/nd2d" rel="nofollow">My ND2D fork</a></p>
<p>During development I&#8217;ve also been modifiying and adding to ND2D (in my fork) &#8211; including adding Polygon2D for creating / drawing convex polygons in ND2D.</p>
<p>It&#8217;s early days, but I&#8217;m pretty happy with how it&#8217;s coming along, thanks mainly to the solid foundations provided by ND2D! :)</p>
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		<title>Comment on ND2D best practices &#8211; howto by Timon</title>
		<link>http://www.nulldesign.de/2012/01/30/nd2d-best-practices-how-to/comment-page-1/#comment-48740</link>
		<dc:creator>Timon</dc:creator>
		<pubDate>Thu, 02 Feb 2012 08:57:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=734#comment-48740</guid>
		<description>Thanks for your cool work!!!</description>
		<content:encoded><![CDATA[<p>Thanks for your cool work!!!</p>
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		<title>Comment on ND2D best practices &#8211; howto by Morpher</title>
		<link>http://www.nulldesign.de/2012/01/30/nd2d-best-practices-how-to/comment-page-1/#comment-48620</link>
		<dc:creator>Morpher</dc:creator>
		<pubDate>Wed, 01 Feb 2012 13:39:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=734#comment-48620</guid>
		<description>Thanks for your hard work! I hope I&#039;ll release a cool game on it :)</description>
		<content:encoded><![CDATA[<p>Thanks for your hard work! I hope I&#8217;ll release a cool game on it :)</p>
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		<title>Comment on Molehill / ND2D &#8211; speeding up the engine by ND2D best practices &#8211; howto - nulldesign // lars gerckens</title>
		<link>http://www.nulldesign.de/2011/04/07/molehill-nd2d-speeding-up-the-engine/comment-page-1/#comment-48339</link>
		<dc:creator>ND2D best practices &#8211; howto - nulldesign // lars gerckens</dc:creator>
		<pubDate>Mon, 30 Jan 2012 21:40:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=523#comment-48339</guid>
		<description>[...] I said, I&#8217;ll explain the difference between a Sprite2DCloud and a Sprite2DBatch and here we go. I won&#8217;t get into technical details here, but there a basically two different methods for batching data. For those who are interested: ND2D &#8211; speeding up the engine. [...]</description>
		<content:encoded><![CDATA[<p>[...] I said, I&#8217;ll explain the difference between a Sprite2DCloud and a Sprite2DBatch and here we go. I won&#8217;t get into technical details here, but there a basically two different methods for batching data. For those who are interested: ND2D &#8211; speeding up the engine. [...]</p>
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		<title>Comment on ND2D Molehill 2D Engine by Stage3D / AGAL from scratch. Part I &#8211; The Basics &#124; Norbz&#039;s Dev Blog</title>
		<link>http://www.nulldesign.de/2011/03/10/nd2d-molehill-2d-engine/comment-page-1/#comment-47108</link>
		<dc:creator>Stage3D / AGAL from scratch. Part I &#8211; The Basics &#124; Norbz&#039;s Dev Blog</dc:creator>
		<pubDate>Tue, 17 Jan 2012 01:17:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=482#comment-47108</guid>
		<description>[...] came Starling and ND2D, and we started to realize that Stage3D was also a wonderful tool to go for hundreds of sprites, [...]</description>
		<content:encoded><![CDATA[<p>[...] came Starling and ND2D, and we started to realize that Stage3D was also a wonderful tool to go for hundreds of sprites, [...]</p>
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		<title>Comment on ND2D &#8211; Blur by chamberlainpi</title>
		<link>http://www.nulldesign.de/2011/12/07/nd2d-blur/comment-page-1/#comment-45374</link>
		<dc:creator>chamberlainpi</dc:creator>
		<pubDate>Thu, 05 Jan 2012 16:08:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=713#comment-45374</guid>
		<description>@lars: Oh nice! I didn&#039;t realize there was a method &#039;setRenderToTexture(...)&#039;, I&#039;ll keep that in mind :) Thanks a lot!</description>
		<content:encoded><![CDATA[<p>@lars: Oh nice! I didn&#8217;t realize there was a method &#8216;setRenderToTexture(&#8230;)&#8217;, I&#8217;ll keep that in mind :) Thanks a lot!</p>
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		<title>Comment on ND2D &#8211; Blur by lars</title>
		<link>http://www.nulldesign.de/2011/12/07/nd2d-blur/comment-page-1/#comment-44959</link>
		<dc:creator>lars</dc:creator>
		<pubDate>Tue, 03 Jan 2012 16:41:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=713#comment-44959</guid>
		<description>To achieve a blur, you could render your whole scene (or parts of the scene) to a native Context3D texture and render a full screen quad with this texture and a blur fragment shader. BitmapData and PixelBender2D is a totally different world and don&#039;t exist in a Stage3D environment.</description>
		<content:encoded><![CDATA[<p>To achieve a blur, you could render your whole scene (or parts of the scene) to a native Context3D texture and render a full screen quad with this texture and a blur fragment shader. BitmapData and PixelBender2D is a totally different world and don&#8217;t exist in a Stage3D environment.</p>
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		<title>Comment on ND2D &#8211; Speed tests by lars</title>
		<link>http://www.nulldesign.de/2011/10/23/nd2d-speed-tests/comment-page-1/#comment-44895</link>
		<dc:creator>lars</dc:creator>
		<pubDate>Tue, 03 Jan 2012 11:12:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=692#comment-44895</guid>
		<description>@Gene: Check mail ;)</description>
		<content:encoded><![CDATA[<p>@Gene: Check mail ;)</p>
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		<title>Comment on ND2D &#8211; Blur by chamberlainpi</title>
		<link>http://www.nulldesign.de/2011/12/07/nd2d-blur/comment-page-1/#comment-44099</link>
		<dc:creator>chamberlainpi</dc:creator>
		<pubDate>Thu, 29 Dec 2011 14:04:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=713#comment-44099</guid>
		<description>@lars: Ok I should clarify my question. I just want to understand the whole process of post processing in Stage3D. Do you have to: Render your scene, draw it to a BitmapData, create a new Scene with only one screen Quad (plane object) with your original Scene as the texture, then use a Fragment Shader to blur the scene? Or...
Applying a PixelBender2D Shader to the rendered Scene (as BitmapData) then draw it to the screen Quad?

I&#039;m not sure I understand how you can sample pixels around one given pixel location (unless I&#039;m not thinking &quot;outside the box&quot; enough!)</description>
		<content:encoded><![CDATA[<p>@lars: Ok I should clarify my question. I just want to understand the whole process of post processing in Stage3D. Do you have to: Render your scene, draw it to a BitmapData, create a new Scene with only one screen Quad (plane object) with your original Scene as the texture, then use a Fragment Shader to blur the scene? Or&#8230;<br />
Applying a PixelBender2D Shader to the rendered Scene (as BitmapData) then draw it to the screen Quad?</p>
<p>I&#8217;m not sure I understand how you can sample pixels around one given pixel location (unless I&#8217;m not thinking &#8220;outside the box&#8221; enough!)</p>
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		<title>Comment on ND2D &#8211; Speed tests by gene</title>
		<link>http://www.nulldesign.de/2011/10/23/nd2d-speed-tests/comment-page-1/#comment-43990</link>
		<dc:creator>gene</dc:creator>
		<pubDate>Thu, 29 Dec 2011 02:15:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=692#comment-43990</guid>
		<description>i’m troubled with the matter about quad batching. i batched 30 quads(120 vc) within one batch, and the quad textures is paint a humanbody that some parts of the pic are 0 alpha.
Before calling draw() this batch, the quads vertex index has been sorted by z axis from far to near. OK, with context3d.setBlendFactors(SOURCE_ALPHA, ONE_MINUS_SOURCE_ALPHA) and context3d,setDepthTest(true, LESS_EQUAL), there shows the rigth depth and alpha blend effect.
Then,after the batch drawed , here i wanna go on to draw a quad( or more) which is with a z-axis value among the z-axis values which R of just mentioned quads batch. i aim to draw a new quad locates among the quads last batched.
The problem is showing, the alpha blend is wrong! :( it didnot approach to my aim. the batched quads blend the background color but not the zero alpha wanted, with z-axis smaller than the z of the one quad .(if i didn’t describe it clearly, i think a mail with pics can do it)
Thus, i wonder that if the quads batch is really easy-using in a RPG game which contains a batch of same-looking monsters and several hero roles running across the batched monsters….

happy new year~looking forward to ur reply</description>
		<content:encoded><![CDATA[<p>i’m troubled with the matter about quad batching. i batched 30 quads(120 vc) within one batch, and the quad textures is paint a humanbody that some parts of the pic are 0 alpha.<br />
Before calling draw() this batch, the quads vertex index has been sorted by z axis from far to near. OK, with context3d.setBlendFactors(SOURCE_ALPHA, ONE_MINUS_SOURCE_ALPHA) and context3d,setDepthTest(true, LESS_EQUAL), there shows the rigth depth and alpha blend effect.<br />
Then,after the batch drawed , here i wanna go on to draw a quad( or more) which is with a z-axis value among the z-axis values which R of just mentioned quads batch. i aim to draw a new quad locates among the quads last batched.<br />
The problem is showing, the alpha blend is wrong! :( it didnot approach to my aim. the batched quads blend the background color but not the zero alpha wanted, with z-axis smaller than the z of the one quad .(if i didn’t describe it clearly, i think a mail with pics can do it)<br />
Thus, i wonder that if the quads batch is really easy-using in a RPG game which contains a batch of same-looking monsters and several hero roles running across the batched monsters….</p>
<p>happy new year~looking forward to ur reply</p>
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		<title>Comment on ND2D &#8211; Blur by lars</title>
		<link>http://www.nulldesign.de/2011/12/07/nd2d-blur/comment-page-1/#comment-43028</link>
		<dc:creator>lars</dc:creator>
		<pubDate>Fri, 23 Dec 2011 10:25:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/?p=713#comment-43028</guid>
		<description>@chamberlainpi: You can&#039;t use the 2D Pixelbender with Stage3D. This would be only possible with the Pixelbender 3D, but I can&#039;t recomment this one, because it&#039;s unfinished an buggy. So you have to code shaders in AGAL and you can do whatever you can think of with them ;)</description>
		<content:encoded><![CDATA[<p>@chamberlainpi: You can&#8217;t use the 2D Pixelbender with Stage3D. This would be only possible with the Pixelbender 3D, but I can&#8217;t recomment this one, because it&#8217;s unfinished an buggy. So you have to code shaders in AGAL and you can do whatever you can think of with them ;)</p>
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		<title>Comment on Fluid Toy 2 (iPhone, iPad) by Carlos Costa</title>
		<link>http://www.nulldesign.de/fluidtoy2/comment-page-1/#comment-42480</link>
		<dc:creator>Carlos Costa</dc:creator>
		<pubDate>Tue, 20 Dec 2011 19:17:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.nulldesign.de/#comment-42480</guid>
		<description>Hi Lars!!!

Just found your personal blog on the web following some links from adobe...
I have been following some Guy &quot;Der Bauer&quot; (http://www.derbauer.de/) on his 3D work on the web but all the time trying to get the real feeling about what interactivity is all about.... i must say that you realy impressed me with this wonderful example.....just feel sory that i do not have the means to get an ipod and experience it on hand, on the other hand do not as well have any code know how to  develop anything like it.......but here is my testimony that you will be in my mind.

Great successes on your carer, is my wish and a happy Christmas season.</description>
		<content:encoded><![CDATA[<p>Hi Lars!!!</p>
<p>Just found your personal blog on the web following some links from adobe&#8230;<br />
I have been following some Guy &#8220;Der Bauer&#8221; (<a href="http://www.derbauer.de/" rel="nofollow">http://www.derbauer.de/</a>) on his 3D work on the web but all the time trying to get the real feeling about what interactivity is all about&#8230;. i must say that you realy impressed me with this wonderful example&#8230;..just feel sory that i do not have the means to get an ipod and experience it on hand, on the other hand do not as well have any code know how to  develop anything like it&#8230;&#8230;.but here is my testimony that you will be in my mind.</p>
<p>Great successes on your carer, is my wish and a happy Christmas season.</p>
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