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	<title>Comments on: OpenGL ES Sprites&#8230;</title>
	<atom:link href="http://fasterkittycodecode.com/coding/opengl-es-sprites/feed/" rel="self" type="application/rss+xml" />
	<link>http://fasterkittycodecode.com/coding/opengl-es-sprites/</link>
	<description>Wendy dev/blog</description>
	<lastBuildDate>Wed, 19 Oct 2011 09:11:31 +0000</lastBuildDate>
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		<title>By: bagusflyer</title>
		<link>http://fasterkittycodecode.com/coding/opengl-es-sprites/comment-page-1/#comment-218</link>
		<dc:creator>bagusflyer</dc:creator>
		<pubDate>Fri, 12 Jun 2009 04:30:23 +0000</pubDate>
		<guid isPermaLink="false">http://fasterkittycodecode.com/?p=19#comment-218</guid>
		<description>I found the same problem in cocos2d and I&#039;m writing my own engine for my game. But I&#039;m using Apple&#039;s Texture2D right now because I don&#039;t have enough knowledge to write by myself yet.This could be a potential problem for me because my code are all C++ and I&#039;m going to port my engine to other platform. Do you mind to share your code regarding with texture loading? Or provide some suggestions? Thanks.</description>
		<content:encoded><![CDATA[<p>I found the same problem in cocos2d and I&#8217;m writing my own engine for my game. But I&#8217;m using Apple&#8217;s Texture2D right now because I don&#8217;t have enough knowledge to write by myself yet.This could be a potential problem for me because my code are all C++ and I&#8217;m going to port my engine to other platform. Do you mind to share your code regarding with texture loading? Or provide some suggestions? Thanks.</p>
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		<title>By: halt</title>
		<link>http://fasterkittycodecode.com/coding/opengl-es-sprites/comment-page-1/#comment-186</link>
		<dc:creator>halt</dc:creator>
		<pubDate>Tue, 17 Mar 2009 22:55:29 +0000</pubDate>
		<guid isPermaLink="false">http://fasterkittycodecode.com/?p=19#comment-186</guid>
		<description>Agree but I must say that an approach to keep one texture for the sprite has its advantages if you need for example strong screen pixel to texel accuracy. Unfortunately I started my own development with keeping a set of sprites in one texture of size 512x512 but mentioned a problem that at some positions my pieces of texture accessed by U and V drawn at 1 texel to 1 pixel leaded to problem of doubling a texel to 2 pixels or viceversa not drawing a texel, so the final image looked ugly. This happens because of not enough precision of float numbers and unfortunately we can&#039;t access any exact texel we want :( Even GL_FIXED doesn&#039;t work</description>
		<content:encoded><![CDATA[<p>Agree but I must say that an approach to keep one texture for the sprite has its advantages if you need for example strong screen pixel to texel accuracy. Unfortunately I started my own development with keeping a set of sprites in one texture of size 512&#215;512 but mentioned a problem that at some positions my pieces of texture accessed by U and V drawn at 1 texel to 1 pixel leaded to problem of doubling a texel to 2 pixels or viceversa not drawing a texel, so the final image looked ugly. This happens because of not enough precision of float numbers and unfortunately we can&#8217;t access any exact texel we want <img src='http://fasterkittycodecode.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' />  Even GL_FIXED doesn&#8217;t work</p>
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		<title>By: Jon</title>
		<link>http://fasterkittycodecode.com/coding/opengl-es-sprites/comment-page-1/#comment-132</link>
		<dc:creator>Jon</dc:creator>
		<pubDate>Wed, 04 Feb 2009 05:04:24 +0000</pubDate>
		<guid isPermaLink="false">http://fasterkittycodecode.com/?p=19#comment-132</guid>
		<description>Hi Wendy, Great post! It&#039;s given me some useful insight into how PVRCT and png are utilized by the Cocos2d-iphone game engine. I&#039;m wondering if you could perhaps commit a patch to the engine to help those of us who are still using it? One of my favorite things about the engine is its friendly community, and its other users would appreciate your work as well.</description>
		<content:encoded><![CDATA[<p>Hi Wendy, Great post! It&#8217;s given me some useful insight into how PVRCT and png are utilized by the Cocos2d-iphone game engine. I&#8217;m wondering if you could perhaps commit a patch to the engine to help those of us who are still using it? One of my favorite things about the engine is its friendly community, and its other users would appreciate your work as well.</p>
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		<title>By: Wendy</title>
		<link>http://fasterkittycodecode.com/coding/opengl-es-sprites/comment-page-1/#comment-77</link>
		<dc:creator>Wendy</dc:creator>
		<pubDate>Fri, 23 Jan 2009 22:36:21 +0000</pubDate>
		<guid isPermaLink="false">http://fasterkittycodecode.com/?p=19#comment-77</guid>
		<description>Cocos2D is interesting and a good start, but I really wish it had more useful functionality. I went ahead and wrote up my own sprite system. I prefer maintaining my own code anyway.</description>
		<content:encoded><![CDATA[<p>Cocos2D is interesting and a good start, but I really wish it had more useful functionality. I went ahead and wrote up my own sprite system. I prefer maintaining my own code anyway.</p>
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	<item>
		<title>By: Malkyne</title>
		<link>http://fasterkittycodecode.com/coding/opengl-es-sprites/comment-page-1/#comment-74</link>
		<dc:creator>Malkyne</dc:creator>
		<pubDate>Fri, 23 Jan 2009 06:49:57 +0000</pubDate>
		<guid isPermaLink="false">http://fasterkittycodecode.com/?p=19#comment-74</guid>
		<description>I just discovered the same thing about Cocos2D!  So.  Disappointed.  Seriously.  Didn&#039;t these folks ever see a sprite sheet?  Guess it&#039;s back to my own sprite lib.  I&#039;ve written one before, so it&#039;s not so scary.</description>
		<content:encoded><![CDATA[<p>I just discovered the same thing about Cocos2D!  So.  Disappointed.  Seriously.  Didn&#8217;t these folks ever see a sprite sheet?  Guess it&#8217;s back to my own sprite lib.  I&#8217;ve written one before, so it&#8217;s not so scary.</p>
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