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	<title>Comments on: Jellyroids &#8211; My First haxe C++ game test</title>
	<atom:link href="http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/</link>
	<description>Games + Web : Interaction Matters</description>
	<lastBuildDate>Thu, 29 Dec 2011 12:52:26 +0000</lastBuildDate>
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		<title>By: tonyp</title>
		<link>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/comment-page-1/#comment-361</link>
		<dc:creator>tonyp</dc:creator>
		<pubDate>Mon, 18 Jan 2010 00:07:43 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=97#comment-361</guid>
		<description>kaddaj&gt;&gt;
bitmapData.draw() has not yet been implemented in any versions of neash i dont think. You use copypixels to copy in bitmapData from a loaded jpg, or use it as a texture for opengl, but the drawing of vector data to the bitmap doesnt yet work. 

robo&gt;&gt;
using cacheAsBitmap would require the same rendering facility as the bitmapData.draw (i think) and so i&#039;m guessing this doesnt work. 

Unfortunately at the moment, you need to load in pre-rendered bitmaps of your sprites for use in neash. You could also have a play with the SWF reading feaures - but this is not bitmap related (and a little experimental)</description>
		<content:encoded><![CDATA[<p>kaddaj>><br />
bitmapData.draw() has not yet been implemented in any versions of neash i dont think. You use copypixels to copy in bitmapData from a loaded jpg, or use it as a texture for opengl, but the drawing of vector data to the bitmap doesnt yet work. </p>
<p>robo>><br />
using cacheAsBitmap would require the same rendering facility as the bitmapData.draw (i think) and so i&#8217;m guessing this doesnt work. </p>
<p>Unfortunately at the moment, you need to load in pre-rendered bitmaps of your sprites for use in neash. You could also have a play with the SWF reading feaures &#8211; but this is not bitmap related (and a little experimental)</p>
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	<item>
		<title>By: Kaddaj</title>
		<link>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/comment-page-1/#comment-360</link>
		<dc:creator>Kaddaj</dc:creator>
		<pubDate>Sun, 17 Jan 2010 18:20:56 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=97#comment-360</guid>
		<description>Hello,

yeh, I have also some problems with bitmapData.draw(). Anyone know whats wrong with it? :)

- ML</description>
		<content:encoded><![CDATA[<p>Hello,</p>
<p>yeh, I have also some problems with bitmapData.draw(). Anyone know whats wrong with it? <img src='http://blog.touchmypixel.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>- ML</p>
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	<item>
		<title>By: robo</title>
		<link>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/comment-page-1/#comment-359</link>
		<dc:creator>robo</dc:creator>
		<pubDate>Thu, 07 Jan 2010 06:02:36 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=97#comment-359</guid>
		<description>hi,tonny
current  neash version seem to can&#039;t use bitmapdata.draw();
your game veison is  neash 0.4,
here is my test code:
I don&#039;t know where is wrong..
/////////////////////////////////
 public function new()
   {
      super();
      flash.Lib.current.addChild(this);
      var square = new Sprite();
      var gfx = square.graphics;
      gfx.beginFill(0x0000ff);
      gfx.drawRect(-10,-10,20,20);
      gfx.moveTo(0,0);
      gfx.endFill();
	  this.addChild(square);
	 square.CreateBitmapCache();
	  square.mCacheAsBitmap = true;
	  square.DispatchCompleteEvent();
	  var b = new BitmapData(100, 200, false, 0);
	  b.graphics.beginBitmapFill(square.mCachedBitmap, null, true, true); //nothing show ..
	 
	  b.graphics.flush();
	  
	  var bit = new Bitmap(b);
	  bit.x = 300;
	  this.addChild(bit);
	  
	
   }
could you tell me why?thank you !</description>
		<content:encoded><![CDATA[<p>hi,tonny<br />
current  neash version seem to can&#8217;t use bitmapdata.draw();<br />
your game veison is  neash 0.4,<br />
here is my test code:<br />
I don&#8217;t know where is wrong..<br />
/////////////////////////////////<br />
 public function new()<br />
   {<br />
      super();<br />
      flash.Lib.current.addChild(this);<br />
      var square = new Sprite();<br />
      var gfx = square.graphics;<br />
      gfx.beginFill(0x0000ff);<br />
      gfx.drawRect(-10,-10,20,20);<br />
      gfx.moveTo(0,0);<br />
      gfx.endFill();<br />
	  this.addChild(square);<br />
	 square.CreateBitmapCache();<br />
	  square.mCacheAsBitmap = true;<br />
	  square.DispatchCompleteEvent();<br />
	  var b = new BitmapData(100, 200, false, 0);<br />
	  b.graphics.beginBitmapFill(square.mCachedBitmap, null, true, true); //nothing show ..</p>
<p>	  b.graphics.flush();</p>
<p>	  var bit = new Bitmap(b);<br />
	  bit.x = 300;<br />
	  this.addChild(bit);</p>
<p>   }<br />
could you tell me why?thank you !</p>
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	<item>
		<title>By: tonyp</title>
		<link>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/comment-page-1/#comment-216</link>
		<dc:creator>tonyp</dc:creator>
		<pubDate>Fri, 08 May 2009 02:23:48 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=97#comment-216</guid>
		<description>There are two issues with the current release of neash that need fixing. Just change the following lines:

1/ in neash.display.MovieClip:
add in some stubs for functions (just copy in the following lines)

public function gotoAndPlay(frame:Dynamic, ?scene:String):Void { }
public function gotoAndStop(frame:Dynamic, ?scene:String):Void { }

public function stop(){}
public function play(){}

2/ in neash.display.DisplayObject:
make getRotation method look as follows:

public function GetRotation()
{
        return mRotation * (180.0 / Math.PI);
}</description>
		<content:encoded><![CDATA[<p>There are two issues with the current release of neash that need fixing. Just change the following lines:</p>
<p>1/ in neash.display.MovieClip:<br />
add in some stubs for functions (just copy in the following lines)</p>
<p>public function gotoAndPlay(frame:Dynamic, ?scene:String):Void { }<br />
public function gotoAndStop(frame:Dynamic, ?scene:String):Void { }</p>
<p>public function stop(){}<br />
public function play(){}</p>
<p>2/ in neash.display.DisplayObject:<br />
make getRotation method look as follows:</p>
<p>public function GetRotation()<br />
{<br />
        return mRotation * (180.0 / Math.PI);<br />
}</p>
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	<item>
		<title>By: tonyp</title>
		<link>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/comment-page-1/#comment-215</link>
		<dc:creator>tonyp</dc:creator>
		<pubDate>Fri, 08 May 2009 01:04:43 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=97#comment-215</guid>
		<description>oooh... yes. I remember adding in stubs for some of the missing functions that MovieClip in neash didnt have (they dont really do anything yet tho- 
I&#039;ll see how to fix it right now... should be easy. And thats why you shouldnt modify other peoples libraries ;P</description>
		<content:encoded><![CDATA[<p>oooh&#8230; yes. I remember adding in stubs for some of the missing functions that MovieClip in neash didnt have (they dont really do anything yet tho-<br />
I&#8217;ll see how to fix it right now&#8230; should be easy. And thats why you shouldnt modify other peoples libraries ;P</p>
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	<item>
		<title>By: hosey</title>
		<link>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/comment-page-1/#comment-214</link>
		<dc:creator>hosey</dc:creator>
		<pubDate>Fri, 08 May 2009 00:58:03 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=97#comment-214</guid>
		<description>Any ideas why I get...
peepee/Member.hx:78: characters 2-6 : Unknown identifier : stop</description>
		<content:encoded><![CDATA[<p>Any ideas why I get&#8230;<br />
peepee/Member.hx:78: characters 2-6 : Unknown identifier : stop</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: tonyp</title>
		<link>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/comment-page-1/#comment-174</link>
		<dc:creator>tonyp</dc:creator>
		<pubDate>Mon, 27 Apr 2009 06:26:14 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=97#comment-174</guid>
		<description>I think Hugh is working on the way memory is handled for openGL (has troubles in his 3d tests too) - depending on your videocard it has quite different results. Interesting about the software being so low. Also, apparantly the newest version of NME (which i havent downloaded as yet) does antialiasing on the opengl version. I should update nme.dll to reflect this because it does look a little bad unantialiased</description>
		<content:encoded><![CDATA[<p>I think Hugh is working on the way memory is handled for openGL (has troubles in his 3d tests too) &#8211; depending on your videocard it has quite different results. Interesting about the software being so low. Also, apparantly the newest version of NME (which i havent downloaded as yet) does antialiasing on the opengl version. I should update nme.dll to reflect this because it does look a little bad unantialiased</p>
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	<item>
		<title>By: Sam</title>
		<link>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/comment-page-1/#comment-173</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Mon, 27 Apr 2009 06:18:01 +0000</pubDate>
		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=97#comment-173</guid>
		<description>Cheers! You have inspired me to look in to hxcpp in more detail than just reading about it on gamehaxe.com. Thanks so much for including the source too.

Interestingly on my laptop I had the highest framerate in Flash (at 100FPS) with about 70FPS in software and 60FPS openGL. Also openGL doesn&#039;t appear to smooth the explosions so they don&#039;t look half as nice as they do in Flash or software.</description>
		<content:encoded><![CDATA[<p>Cheers! You have inspired me to look in to hxcpp in more detail than just reading about it on gamehaxe.com. Thanks so much for including the source too.</p>
<p>Interestingly on my laptop I had the highest framerate in Flash (at 100FPS) with about 70FPS in software and 60FPS openGL. Also openGL doesn&#8217;t appear to smooth the explosions so they don&#8217;t look half as nice as they do in Flash or software.</p>
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