<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	>
<channel>
	<title>Comments for Rozengain.com - Creative Technology Blog</title>
	<atom:link href="http://www.rozengain.com/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rozengain.com/blog</link>
	<description></description>
	<pubDate>Thu, 11 Mar 2010 18:41:56 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.7.1</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>Comment on Getting rid of a button&#8217;s border/linkbutton&#8217;s background roll over state in Flex by Szatanica</title>
		<link>http://www.rozengain.com/blog/2008/10/21/removing-a-button-border-linkbuttons-background-flex/comment-page-1/#comment-30354</link>
		<dc:creator>Szatanica</dc:creator>
		<pubDate>Fri, 05 Mar 2010 11:03:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.rozengain.com/blog/?p=186#comment-30354</guid>
		<description>Perfect :D</description>
		<content:encoded><![CDATA[<p>Perfect <img src='http://www.rozengain.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Beginning WebGL step-by-step tutorial by WebGL: les blogs à suivre. &#124; HackLAB</title>
		<link>http://www.rozengain.com/blog/2010/02/22/beginning-webgl-step-by-step-tutorial/comment-page-1/#comment-30072</link>
		<dc:creator>WebGL: les blogs à suivre. &#124; HackLAB</dc:creator>
		<pubDate>Mon, 01 Mar 2010 12:37:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.rozengain.com/blog/?p=508#comment-30072</guid>
		<description>[...] false, new WebGLFloatArray(mvMatrix.flatten())); }  Le blog rozengain.com propose justement de voir à quoi ressemble du code WebGL sans aucun lien vers une librairie [...]</description>
		<content:encoded><![CDATA[<p>[...] false, new WebGLFloatArray(mvMatrix.flatten())); }  Le blog rozengain.com propose justement de voir à quoi ressemble du code WebGL sans aucun lien vers une librairie [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Beginning WebGL step-by-step tutorial by WebGL around the net, 25 Feb 2010 &#124; Learning WebGL</title>
		<link>http://www.rozengain.com/blog/2010/02/22/beginning-webgl-step-by-step-tutorial/comment-page-1/#comment-29857</link>
		<dc:creator>WebGL around the net, 25 Feb 2010 &#124; Learning WebGL</dc:creator>
		<pubDate>Thu, 25 Feb 2010 19:04:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.rozengain.com/blog/?p=508#comment-29857</guid>
		<description>[...] rozengain.com, Dennis Ippel has written a step-by-step first tutorial for WebGL, with no dependencies on external libraries.   Posted in Links &#124;   &#171; WebGL GPU accelerated [...]</description>
		<content:encoded><![CDATA[<p>[...] rozengain.com, Dennis Ippel has written a step-by-step first tutorial for WebGL, with no dependencies on external libraries.   Posted in Links |   &laquo; WebGL GPU accelerated [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Blender Exporter Updated: ActionScript Vectors Support (FP10) by makc</title>
		<link>http://www.rozengain.com/blog/2010/02/23/blender-exporter-updated-actionscript-vectors-support-fp10/comment-page-1/#comment-29759</link>
		<dc:creator>makc</dc:creator>
		<pubDate>Tue, 23 Feb 2010 19:14:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rozengain.com/blog/?p=520#comment-29759</guid>
		<description>I say it's time for this to go on google svn or github, so that people could join in and add/tweak export code.</description>
		<content:encoded><![CDATA[<p>I say it&#8217;s time for this to go on google svn or github, so that people could join in and add/tweak export code.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Papervision3D tutorial updated: embedded Collada by AlexG</title>
		<link>http://www.rozengain.com/blog/2007/03/30/papervision3d-tutorial-updated-embedded-collada/comment-page-1/#comment-29691</link>
		<dc:creator>AlexG</dc:creator>
		<pubDate>Sun, 21 Feb 2010 21:08:22 +0000</pubDate>
		<guid isPermaLink="false">#comment-29691</guid>
		<description>This one is for FLEX SDK but what if I have Flash CS4 ?

Any suggestions? But installing Flex :)</description>
		<content:encoded><![CDATA[<p>This one is for FLEX SDK but what if I have Flash CS4 ?</p>
<p>Any suggestions? But installing Flex <img src='http://www.rozengain.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Some ActionScript 3.0 Optimizations by Cam</title>
		<link>http://www.rozengain.com/blog/2007/05/01/some-actionscript-30-optimizations/comment-page-1/#comment-29457</link>
		<dc:creator>Cam</dc:creator>
		<pubDate>Mon, 15 Feb 2010 21:14:38 +0000</pubDate>
		<guid isPermaLink="false">#comment-29457</guid>
		<description>In regards to Variable instantiation: 
After doing a lot of benchmarking on this one, the results vary. Sometimes instance 1 is faster than instance 2 and vice versa. The data that I pooled while doing this showed that it's pretty close to 50/50 and comes down to a matter of preference.</description>
		<content:encoded><![CDATA[<p>In regards to Variable instantiation:<br />
After doing a lot of benchmarking on this one, the results vary. Sometimes instance 1 is faster than instance 2 and vice versa. The data that I pooled while doing this showed that it&#8217;s pretty close to 50/50 and comes down to a matter of preference.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Showing the hand cursor on a Flex scrollbar by breakmachine</title>
		<link>http://www.rozengain.com/blog/2008/07/30/showing-the-hand-cursor-on-a-flex-scrollbar/comment-page-1/#comment-29450</link>
		<dc:creator>breakmachine</dc:creator>
		<pubDate>Mon, 15 Feb 2010 16:42:35 +0000</pubDate>
		<guid isPermaLink="false">#comment-29450</guid>
		<description>revised version:

package
{
	import mx.containers.Canvas;
	import mx.core.mx_internal;

	public class CanvasScrollCursor extends Canvas
	{
		public function CanvasScrollCursor()
		{
			super();
		}
		
		override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void
		{
			super.updateDisplayList(unscaledWidth, unscaledHeight);
			
			if (this.verticalScrollBar) {
				if (!verticalScrollBar.mx_internal::upArrow.buttonMode) {
					use namespace mx_internal;
					verticalScrollBar.mx_internal::upArrow.buttonMode = true;
					verticalScrollBar.mx_internal::downArrow.buttonMode = true;
					verticalScrollBar.mx_internal::scrollThumb.buttonMode = true;
				}
			}
			
			if (this.horizontalScrollBar ) {
				if (!horizontalScrollBar.mx_internal::upArrow.buttonMode) {
					use namespace mx_internal;
					horizontalScrollBar.mx_internal::upArrow.buttonMode = true;
					horizontalScrollBar.mx_internal::downArrow.buttonMode = true;
					horizontalScrollBar.mx_internal::scrollThumb.buttonMode = true;
				}
			}
		}
		
	}
}</description>
		<content:encoded><![CDATA[<p>revised version:</p>
<p>package<br />
{<br />
	import mx.containers.Canvas;<br />
	import mx.core.mx_internal;</p>
<p>	public class CanvasScrollCursor extends Canvas<br />
	{<br />
		public function CanvasScrollCursor()<br />
		{<br />
			super();<br />
		}</p>
<p>		override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void<br />
		{<br />
			super.updateDisplayList(unscaledWidth, unscaledHeight);</p>
<p>			if (this.verticalScrollBar) {<br />
				if (!verticalScrollBar.mx_internal::upArrow.buttonMode) {<br />
					use namespace mx_internal;<br />
					verticalScrollBar.mx_internal::upArrow.buttonMode = true;<br />
					verticalScrollBar.mx_internal::downArrow.buttonMode = true;<br />
					verticalScrollBar.mx_internal::scrollThumb.buttonMode = true;<br />
				}<br />
			}</p>
<p>			if (this.horizontalScrollBar ) {<br />
				if (!horizontalScrollBar.mx_internal::upArrow.buttonMode) {<br />
					use namespace mx_internal;<br />
					horizontalScrollBar.mx_internal::upArrow.buttonMode = true;<br />
					horizontalScrollBar.mx_internal::downArrow.buttonMode = true;<br />
					horizontalScrollBar.mx_internal::scrollThumb.buttonMode = true;<br />
				}<br />
			}<br />
		}</p>
<p>	}<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Showing the hand cursor on a Flex scrollbar by breakmachine</title>
		<link>http://www.rozengain.com/blog/2008/07/30/showing-the-hand-cursor-on-a-flex-scrollbar/comment-page-1/#comment-29449</link>
		<dc:creator>breakmachine</dc:creator>
		<pubDate>Mon, 15 Feb 2010 16:32:19 +0000</pubDate>
		<guid isPermaLink="false">#comment-29449</guid>
		<description>I got it working like this (works on all components with vertical and horizontal scrollbars):

package
{
	import mx.containers.Canvas;
	import mx.core.mx_internal;

	public class CanvasWithScrollCursor extends Canvas
	{
		public function CanvasWithScrollCursor ()
		{
			super();
		}
		
		override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void
		{
			super.updateDisplayList(unscaledWidth, unscaledHeight);
			
			if (this.verticalScrollBar) {
				if (!verticalScrollBar.mx_internal::upArrow.useHandCursor) {
					use namespace mx_internal;
					verticalScrollBar.mx_internal::upArrow.buttonMode = true;
					verticalScrollBar.mx_internal::downArrow.useHandCursor = true;
					verticalScrollBar.mx_internal::downArrow.buttonMode = true;
					verticalScrollBar.mx_internal::scrollThumb.useHandCursor = true;
					verticalScrollBar.mx_internal::scrollThumb.buttonMode = true;
				}
			}
			
			if (this.horizontalScrollBar ) {
				if (!horizontalScrollBar.mx_internal::upArrow.useHandCursor) {
					use namespace mx_internal;
					horizontalScrollBar.mx_internal::upArrow.useHandCursor = true;
					horizontalScrollBar.mx_internal::upArrow.buttonMode = true;
					horizontalScrollBar.mx_internal::downArrow.useHandCursor = true;
					horizontalScrollBar.mx_internal::downArrow.buttonMode = true;
					horizontalScrollBar.mx_internal::scrollThumb.useHandCursor = true;
					horizontalScrollBar.mx_internal::scrollThumb.buttonMode = true;
				}
			}
		}
		
	}
}</description>
		<content:encoded><![CDATA[<p>I got it working like this (works on all components with vertical and horizontal scrollbars):</p>
<p>package<br />
{<br />
	import mx.containers.Canvas;<br />
	import mx.core.mx_internal;</p>
<p>	public class CanvasWithScrollCursor extends Canvas<br />
	{<br />
		public function CanvasWithScrollCursor ()<br />
		{<br />
			super();<br />
		}</p>
<p>		override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void<br />
		{<br />
			super.updateDisplayList(unscaledWidth, unscaledHeight);</p>
<p>			if (this.verticalScrollBar) {<br />
				if (!verticalScrollBar.mx_internal::upArrow.useHandCursor) {<br />
					use namespace mx_internal;<br />
					verticalScrollBar.mx_internal::upArrow.buttonMode = true;<br />
					verticalScrollBar.mx_internal::downArrow.useHandCursor = true;<br />
					verticalScrollBar.mx_internal::downArrow.buttonMode = true;<br />
					verticalScrollBar.mx_internal::scrollThumb.useHandCursor = true;<br />
					verticalScrollBar.mx_internal::scrollThumb.buttonMode = true;<br />
				}<br />
			}</p>
<p>			if (this.horizontalScrollBar ) {<br />
				if (!horizontalScrollBar.mx_internal::upArrow.useHandCursor) {<br />
					use namespace mx_internal;<br />
					horizontalScrollBar.mx_internal::upArrow.useHandCursor = true;<br />
					horizontalScrollBar.mx_internal::upArrow.buttonMode = true;<br />
					horizontalScrollBar.mx_internal::downArrow.useHandCursor = true;<br />
					horizontalScrollBar.mx_internal::downArrow.buttonMode = true;<br />
					horizontalScrollBar.mx_internal::scrollThumb.useHandCursor = true;<br />
					horizontalScrollBar.mx_internal::scrollThumb.buttonMode = true;<br />
				}<br />
			}<br />
		}</p>
<p>	}<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Export your Blender objects straight to Away3D, Papervision3D and Sandy! by he</title>
		<link>http://www.rozengain.com/blog/2008/01/02/export-your-blender-objects-straight-to-away3d-papervision3d-and-sandy/comment-page-4/#comment-29364</link>
		<dc:creator>he</dc:creator>
		<pubDate>Sat, 13 Feb 2010 11:04:49 +0000</pubDate>
		<guid isPermaLink="false">#comment-29364</guid>
		<description>finaly don't take about what i said before, there is an "away3D 2.2 2.3 2.4 3.4" in the menu of the py export... I didn't saw it :)</description>
		<content:encoded><![CDATA[<p>finaly don&#8217;t take about what i said before, there is an &#8220;away3D 2.2 2.3 2.4 3.4&#8243; in the menu of the py export&#8230; I didn&#8217;t saw it <img src='http://www.rozengain.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Export your Blender objects straight to Away3D, Papervision3D and Sandy! by he</title>
		<link>http://www.rozengain.com/blog/2008/01/02/export-your-blender-objects-straight-to-away3d-papervision3d-and-sandy/comment-page-4/#comment-29361</link>
		<dc:creator>he</dc:creator>
		<pubDate>Sat, 13 Feb 2010 10:34:01 +0000</pubDate>
		<guid isPermaLink="false">#comment-29361</guid>
		<description>@Karwoch

In the last version of Away the packages and class hava changed a little bite, In the as class exported from Blender you should try to remplace :

import away3d.core.mesh.*;
and import away3d.core.material.*;

to :
import away3d.core.base.*;

ScaleXYZ to scaleX, scaleY and scaleZ

may be it could be changed in the .py ?</description>
		<content:encoded><![CDATA[<p>@Karwoch</p>
<p>In the last version of Away the packages and class hava changed a little bite, In the as class exported from Blender you should try to remplace :</p>
<p>import away3d.core.mesh.*;<br />
and import away3d.core.material.*;</p>
<p>to :<br />
import away3d.core.base.*;</p>
<p>ScaleXYZ to scaleX, scaleY and scaleZ</p>
<p>may be it could be changed in the .py ?</p>
]]></content:encoded>
	</item>
</channel>
</rss>
