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 <title>NewLC - Forum topic - Comments</title>
 <link>http://www.newlc.com</link>
 <description>Comments for &quot;Forum topic&quot;</description>
 <language>en</language>
<item>
 <title>Re: gnu/linux devices list : Omap3 devices</title>
 <link>http://www.newlc.com/en/forum/gnulinux-devices-list#comment-51529</link>
 <description>&lt;p&gt;Omap3 devices :&lt;/p&gt;

&lt;p&gt;== Access ELSE  ==&lt;/p&gt;

&lt;p&gt;New Access OMAP 3430 based phone shown at CES 2010 :&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.FirstElse.com&quot;&gt;http://www.FirstElse.com&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Access_Linux_Platform&quot;&gt;http://en.wikipedia.org/wiki/Access_Linux_Platform&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.geekcellulars.com/other/access-else-cellphone-matters-for-now&quot;&gt;http://www.geekcellulars.com/other/access-else-cellphone-matters-for-now&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.emblaze.com/media/viewPR.asp?443&quot;&gt;http://www.emblaze.com/media/viewPR.asp?443&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;== Palm Pre ==&lt;/p&gt;

&lt;p&gt;== Nokia n900 ==&lt;/p&gt;

&lt;p&gt;== Android ==&lt;/p&gt;

&lt;p&gt;* motorola milestone droid&lt;/p&gt;

&lt;p&gt;------&lt;/p&gt;

&lt;p&gt;Odd Android phones :&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.mysciphone.com/pro10-1.asp&quot;&gt;http://www.mysciphone.com/pro10-1.asp&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.mysciphone.com/pro11-1.asp&quot;&gt;http://www.mysciphone.com/pro11-1.asp&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;------&lt;/p&gt;

&lt;p&gt;OMAP4 announced :&lt;br /&gt;
&lt;a href=&quot;http://www.eetimes.com/news/latest/showArticle.jhtml?articleID=214200173&quot;&gt;http://www.eetimes.com/news/latest/showArticle.jhtml?articleID=214200173&lt;/a&gt;&lt;/p&gt;</description>
 <pubDate>Thu, 25 Feb 2010 10:32:40 +0100</pubDate>
 <dc:creator>www.rzr.online.fr</dc:creator>
 <guid isPermaLink="false">comment 51529 at http://www.newlc.com</guid>
</item>
<item>
 <title>Linux Bada demo  at MWC2010</title>
 <link>http://www.newlc.com/en/forum/3d-news#comment-51573</link>
 <description>&lt;p&gt;Check out thoses impressive demos :&lt;/p&gt;

&lt;p&gt;=== bada ===&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.bada.com/samsung-bada-applications-at-mobile-world-congress&quot;&gt;http://www.bada.com/samsung-bada-applications-at-mobile-world-congress&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Note the SDK may be released public in march 2010 ... I&#039;ll notify this !&lt;/p&gt;

&lt;p&gt;=== maemo ===&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://ioquake3.org/2010/01/17/ioquake3-on-the-nokia-n900/#more-230&quot;&gt;http://ioquake3.org/2010/01/17/ioquake3-on-the-nokia-n900/#more-230&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Regards&lt;br /&gt;
&lt;/p&gt;</description>
 <pubDate>Wed, 24 Feb 2010 17:59:11 +0100</pubDate>
 <dc:creator>www.rzr.online.fr</dc:creator>
 <guid isPermaLink="false">comment 51573 at http://www.newlc.com</guid>
</item>
<item>
 <title>Re: Why were the applications in 3rd editions made exes?</title>
 <link>http://www.newlc.com/en/forum/why-were-applications-3rd-editions-made-exes#comment-51574</link>
 <description>&lt;p&gt;Hi netra,&lt;/p&gt;

&lt;p&gt;   just see 3rd edition sdk,you will get more information on it...&lt;/p&gt;

&lt;p&gt;Regards,&lt;br /&gt;
Gulab        &lt;/p&gt;</description>
 <pubDate>Mon, 22 Feb 2010 10:34:40 +0100</pubDate>
 <dc:creator>gulabppatil</dc:creator>
 <guid isPermaLink="false">comment 51574 at http://www.newlc.com</guid>
</item>
<item>
 <title>Re: How to get the position in 3d space in OpenGL ES?</title>
 <link>http://www.newlc.com/en/forum/how-get-position-3d-space-opengl-es#comment-51572</link>
 <description>&lt;p&gt;Its very hard to answer these question accurately without intimate knowledge of your code and requirements.&lt;/p&gt;

&lt;p&gt;3D can be tricky, and often you can find solutions you didn&#039;t think of first, just by looking at the problem from a different angle (possibly quite literally...  &lt;img src=&quot;/sites/all/modules/smileys/packs/example/wink.png&quot; title=&quot;Eye-wink&quot; alt=&quot;Eye-wink&quot; /&gt; )&lt;/p&gt;

&lt;p&gt;Its possible your simple 2 point distance check is enough for you. &lt;/p&gt;

&lt;p&gt;And if you analyse it a bit, you will see that it is infact also a volume check, namely a Sphere&lt;-&gt;Point check.&lt;br /&gt;
(for Sphere&lt;-&gt;Sphere you just have to add together the two radiuses and do the same check)&lt;/p&gt;

&lt;p&gt;AABB (axis aligned bounding box) volume checks are not very complex either though, so nothing to be afraid of.&lt;/p&gt;

&lt;p&gt;Also the mentioned rays are pretty easy just a line equation in 3d.  p = &lt;span style=&quot;font-weight:bold&quot;&gt;v&lt;/span&gt; * t  (v being the direction vector)&lt;/p&gt;

&lt;p&gt;If your texture rectangles are axis aligned, a distance check in only the perpendicular axis could be enough.&lt;/p&gt;

&lt;p&gt;If not, you might want to consider a Point&lt;-&gt;Plane check.&lt;/p&gt;

&lt;p&gt;Or again, maybe the simple 2 point distance check is enough.&lt;/p&gt;

&lt;p&gt;Then there is a whole bunch of other volume checks possible, more or less complex. Its a whole academic field in itself almost...&lt;/p&gt;

&lt;p&gt;if you have a very simple scene, without need for advanced camera movements, you might indeed not need gluLookAt. &lt;br /&gt;
That would mean you would keep your virtual camera at 0,0,0 always, and just move all objects around you.&lt;br /&gt;
If all objects move independently, this might be the best approach, but if a lot of objects are interdependent, it might be more optimal to move the virtual camera instead. (or not, there are other ways to handle it too...)&lt;/p&gt;

&lt;p&gt;I understand these answers might be frustrating, but in 3D games programming the answer is often &quot;it depends...&quot;&lt;/p&gt;

&lt;p&gt;What is right for you, you can only find through experience.&lt;/p&gt;

&lt;p&gt;Because its also a lot up to how you want to look at the problem for you to understand it the easiest.&lt;/p&gt;

&lt;p&gt;(quick tip; you could optimize away the sqrt if you are just comparing distances, just compare with the distance^2 instead of distance. sqrt is very slow compared to a multiplication, and if the distance is constant, you can square it in compile time)&lt;/p&gt;

&lt;p&gt;&lt;/p&gt;</description>
 <pubDate>Thu, 18 Feb 2010 17:11:00 +0100</pubDate>
 <dc:creator>alh</dc:creator>
 <guid isPermaLink="false">comment 51572 at http://www.newlc.com</guid>
</item>
<item>
 <title>Re: Collision detection in OpenGL ES?</title>
 <link>http://www.newlc.com/en/forum/how-get-position-3d-space-opengl-es#comment-51571</link>
 <description>&lt;p&gt;By the way,the objects in the game are very simple. They are only textured rectangles. That is why I figured that my simple  collistion detection method would work. Is it really necessary to have bounds for so simple objects as textured rectangles?&lt;/p&gt;</description>
 <pubDate>Thu, 18 Feb 2010 14:52:47 +0100</pubDate>
 <dc:creator>MobileVisuals</dc:creator>
 <guid isPermaLink="false">comment 51571 at http://www.newlc.com</guid>
</item>
<item>
 <title>Re: Collision detection in OpenGL ES?</title>
 <link>http://www.newlc.com/en/forum/how-get-position-3d-space-opengl-es#comment-51570</link>
 <description>&lt;p&gt;I see, but is the consultant company right about this? Should I really not use the GLulookat method? Should I place a bound around an invicible object which is placed at the view point and then compare the bounds? Is it true that no detection is done using viewpoint coordinates?  You can see my collision method below. x1,y1 and z1 are the positions of the viewpoint. Do you think this method would work?&lt;/p&gt;

&lt;p&gt;TBool CParticles::detectcollision(GLfloat x1, GLfloat y1, GLfloat z1)&lt;br /&gt;
	{&lt;br /&gt;
	TReal xd, yd, zd, minDistance;&lt;br /&gt;
	minDistance = 100;&lt;br /&gt;
	TReal Distance;&lt;/p&gt;

&lt;p&gt;	xd = posX - x1;&lt;br /&gt;
	yd = posY - y1;&lt;br /&gt;
	zd = posZ - z1;&lt;br /&gt;
	TReal magnitude = (TReal) (xd * xd + yd * yd + zd * zd);&lt;/p&gt;

&lt;p&gt;	const TReal &amp;aSrc = magnitude;&lt;br /&gt;
	Math::Sqrt(Distance, magnitude);&lt;/p&gt;

&lt;p&gt;	if (minDistance &gt;= Distance)&lt;br /&gt;
		return true; //collision&lt;br /&gt;
	else&lt;br /&gt;
		return false; //no collision    &lt;br /&gt;
	}&lt;/p&gt;</description>
 <pubDate>Thu, 18 Feb 2010 14:34:27 +0100</pubDate>
 <dc:creator>MobileVisuals</dc:creator>
 <guid isPermaLink="false">comment 51570 at http://www.newlc.com</guid>
</item>
<item>
 <title>Collision detection in OpenGL ES?</title>
 <link>http://www.newlc.com/en/forum/how-get-position-3d-space-opengl-es#comment-51569</link>
 <description>&lt;p&gt;Collision detection is a tough subject ...&lt;/p&gt;

&lt;p&gt;quoting you:&lt;/p&gt;

&lt;p&gt;&gt; but just a check if the collision object ID&#039;s did collide.&lt;/p&gt;

&lt;p&gt;well you&#039;ll also need to position of the object, so if it is around the camera, you&#039;ll stell need the camera position too &lt;img src=&quot;/sites/all/modules/smileys/packs/example/smile.png&quot; title=&quot;Smiling&quot; alt=&quot;Smiling&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Volumes collision is a great technique, but u&#039;ll have to compute this for each displayed objects ...&lt;/p&gt;

&lt;p&gt;An other solution is to implement a raycasting method to see how far you&#039;re from the colliding object ...&lt;/p&gt;

&lt;p&gt;This can be optimized with rendering object number into a non displayed buffer (ie stencil, but might not be avaliable on embedded chips)&lt;/p&gt;

&lt;p&gt;Unlesss you find some lib doing this : &lt;br /&gt;
&lt;a href=&quot;http://code.google.com/p/bullet/&quot;&gt;http://code.google.com/p/bullet/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Regards&lt;br /&gt;
&lt;/p&gt;</description>
 <pubDate>Thu, 18 Feb 2010 13:08:07 +0100</pubDate>
 <dc:creator>www.rzr.online.fr</dc:creator>
 <guid isPermaLink="false">comment 51569 at http://www.newlc.com</guid>
</item>
<item>
 <title>Re: How to get the position in 3d space in OpenGL ES?</title>
 <link>http://www.newlc.com/en/forum/how-get-position-3d-space-opengl-es#comment-51568</link>
 <description>&lt;p&gt;I have hired a consultant company to fix this problem. I need the position in 3d space for implementing collision detection between the player and objects in 3d space.&lt;/p&gt;

&lt;p&gt;The consultant company recommend placing a bound around an invicible object which is placed at the view point. They say that no detection is done using viewpoint coordinates. Instead it&#039;s always advisable to check the invicible objects bounds to the other objects bounds. Then you don&#039;t need to keep track of the camera&#039;s position, but just a check if the collision object ID&#039;s did collide.&lt;/p&gt;

&lt;p&gt;The GLulookat method implementation is meant to to easy the use of Camera and its tracking,  but you don&#039;t need any tracking for this if you use an invicible object which is placed at the view point. They say that this can be solved with the same movement that is implemented now, so the movement does not need to be changed. &lt;/p&gt;

&lt;p&gt;Is the consultant company right about this? Should I really not  use the  GLulookat method? Should I place a bound around an invicible object which is placed at the view point and then compare the bounds? Can I keep the same movement that I have now?&lt;/p&gt;

&lt;p&gt;&lt;/p&gt;</description>
 <pubDate>Thu, 18 Feb 2010 09:46:08 +0100</pubDate>
 <dc:creator>MobileVisuals</dc:creator>
 <guid isPermaLink="false">comment 51568 at http://www.newlc.com</guid>
</item>
<item>
 <title>Re: problem with CEikTextListBox  UIQ3</title>
 <link>http://www.newlc.com/en/forum/problem-ceiktextlistbox-uiq3#comment-51567</link>
 <description>&lt;p&gt;So I guess that if I don&#039;t have time to use CQikListBox there&#039;s nothing more I can do. &lt;/p&gt;

&lt;p&gt;Thanks&lt;/p&gt;

&lt;p&gt;&lt;/p&gt;</description>
 <pubDate>Thu, 18 Feb 2010 08:53:23 +0100</pubDate>
 <dc:creator>heruval</dc:creator>
 <guid isPermaLink="false">comment 51567 at http://www.newlc.com</guid>
</item>
<item>
 <title>Re: file upload via multipart POST method</title>
 <link>http://www.newlc.com/en/forum/file-upload-multipart-post-method#comment-51566</link>
 <description>&lt;p&gt;hi,&lt;br /&gt;
how are multiparting your upload file? I guess that if file is bigger then one part your problem starts. Could you show your code? &lt;/p&gt;</description>
 <pubDate>Thu, 18 Feb 2010 08:49:44 +0100</pubDate>
 <dc:creator>heruval</dc:creator>
 <guid isPermaLink="false">comment 51566 at http://www.newlc.com</guid>
</item>
<item>
 <title>Re: problem with CEikTextListBox  UIQ3</title>
 <link>http://www.newlc.com/en/forum/problem-ceiktextlistbox-uiq3#comment-51565</link>
 <description>&lt;p&gt;You mean trying to &quot;fix&quot; a CEik* listbox? Can&#039;t tell, never tried that, and frankly I don&#039;t think that you will succeed. You will probably bump into some method that you cannot override but should or some object member that is not public but should be for your correction to work...&lt;/p&gt;</description>
 <pubDate>Wed, 17 Feb 2010 16:03:21 +0100</pubDate>
 <dc:creator>rbrunner</dc:creator>
 <guid isPermaLink="false">comment 51565 at http://www.newlc.com</guid>
</item>
<item>
 <title>Re: problem with CEikTextListBox  UIQ3</title>
 <link>http://www.newlc.com/en/forum/problem-ceiktextlistbox-uiq3#comment-51564</link>
 <description>&lt;p&gt;So maybe you will tell me how to override redrawing list after scrolling it. I tried to fix it by redrawing list in HandleScrollEventL, but it still doesn&#039;t work OK.&lt;/p&gt;</description>
 <pubDate>Wed, 17 Feb 2010 15:39:20 +0100</pubDate>
 <dc:creator>heruval</dc:creator>
 <guid isPermaLink="false">comment 51564 at http://www.newlc.com</guid>
</item>
<item>
 <title>Re: problem with CEikTextListBox  UIQ3</title>
 <link>http://www.newlc.com/en/forum/problem-ceiktextlistbox-uiq3#comment-51563</link>
 <description>&lt;p&gt;The CEik* list boxes on UIQ3 are broken. They are considered &quot;legacy&quot;, with corresponding care (or, better, neglect) regarding their implementation on the phone.&lt;/p&gt;

&lt;p&gt;If your program is worth the time to invest you probably should switch to the new CQikListBox. It is rather complex and not very easy to work with, but at least it works.&lt;/p&gt;</description>
 <pubDate>Wed, 17 Feb 2010 15:01:24 +0100</pubDate>
 <dc:creator>rbrunner</dc:creator>
 <guid isPermaLink="false">comment 51563 at http://www.newlc.com</guid>
</item>
<item>
 <title>OpenGL ES on gnu linux platform</title>
 <link>http://www.newlc.com/en/forum/3d-news#comment-51517</link>
 <description>&lt;p&gt;Hi,&lt;/p&gt;

&lt;p&gt;Check those screenshots , seems that most 3D applications can target this (old) OMAP2 device too :&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://talk.maemo.org/showpost.php?p=443213&amp;postcount=369&quot;&gt;http://talk.maemo.org/showpost.php?p=443213&amp;postcount=369&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Any feedback on 3D+Linux targets is welcome&lt;/p&gt;

&lt;p&gt;Update: 3D on OMAP3 &lt;/p&gt;

&lt;p&gt;  * OMAP3430 SDK : &lt;br /&gt;
    &lt;a href=&quot;http://www.imgtec.com/powerVR/insider/sdkdownloads/index.asp&quot;&gt;http://www.imgtec.com/powerVR/insider/sdkdownloads/index.asp&lt;/a&gt;&lt;br /&gt;
    great release ... it also provides an emulator &lt;/p&gt;

&lt;p&gt;  * 3D on n900 running linux mer : &lt;br /&gt;
    &lt;a href=&quot;http://blip.tv/file/3209258&quot;&gt;http://blip.tv/file/3209258&lt;/a&gt; :&lt;br /&gt;
    seems there is an issue with unlicensed library from TI &lt;/p&gt;

&lt;p&gt;  * archos5 linux android : &lt;br /&gt;
    &lt;a href=&quot;http://forum.archosfans.com/viewtopic.php?f=47&amp;t=29327&amp;p=191110&quot;&gt;http://forum.archosfans.com/viewtopic.php?f=47&amp;t=29327&amp;p=191110&lt;/a&gt; &lt;br /&gt;
    but android&#039;s SpeedForge was demoed on archos tablet at &lt;a href=&quot;http://www.paris-gtug.org&quot;&gt;http://www.paris-gtug.org&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;  * OpenGL-ES 2 on linux game unit&lt;br /&gt;
    &lt;a href=&quot;http://pandorawiki.org/Hardware_documentation#OpenGL_ES_2.0&quot;&gt;http://pandorawiki.org/Hardware_documentation#OpenGL_ES_2.0&lt;/a&gt;&lt;br /&gt;
    I&#039;ll have to investigate&lt;/p&gt;

&lt;p&gt;Now I am wondering, what are the solutions to use gles api under linux ? vincent3d ?&lt;/p&gt;

&lt;p&gt;&lt;/p&gt;</description>
 <pubDate>Sun, 14 Feb 2010 16:59:06 +0100</pubDate>
 <dc:creator>www.rzr.online.fr</dc:creator>
 <guid isPermaLink="false">comment 51517 at http://www.newlc.com</guid>
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<item>
 <title>app stores stats</title>
 <link>http://www.newlc.com/en/forum/app-storesis-far-trade-nokia-may-launch-its-own#comment-51092</link>
 <description>&lt;p&gt;I didnt expect there were so much activity in those stores  ... on many plateforms :&lt;/p&gt;

&lt;p&gt;But here are the facts :&lt;/p&gt;

&lt;p&gt;  * &lt;a href=&quot;http://www.oviapplications.com/general/ovi-store-stats-for-the-first-2-weeks/&quot;&gt;http://www.oviapplications.com/general/ovi-store-stats-for-the-first-2-weeks/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;  * &lt;a href=&quot;http://www.sikhpoint.com/blog/2009/06/12/apple-iphone-developers-mostly-dont-make-much-money/&quot;&gt;http://www.sikhpoint.com/blog/2009/06/12/apple-iphone-developers-mostly-dont-make-much-money/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;BTw, openmoko has is own &quot;community store&quot; too , and it&#039;s free to register new applications, you can test boxar I uploaded couple of weeks ago at : &lt;a href=&quot;http://www.opkg.org/packages.html&quot;&gt;http://www.opkg.org/packages.html&lt;/a&gt; ...&lt;/p&gt;

&lt;p&gt;What online stores are you using beside &quot;official&quot; ones ?&lt;/p&gt;

&lt;p&gt;Update: &lt;/p&gt;

&lt;p&gt;  * Check that android thread : &lt;a href=&quot;http://www.newlc.com/en/forum/app-store-developper-vendors-feedback-welcome#comment-51562&quot;&gt;http://www.newlc.com/en/forum/app-store-developper-vendors-feedback-welcome#comment-51562&lt;/a&gt;&lt;br /&gt;
&lt;/p&gt;</description>
 <pubDate>Sun, 14 Feb 2010 15:25:11 +0100</pubDate>
 <dc:creator>www.rzr.online.fr</dc:creator>
 <guid isPermaLink="false">comment 51092 at http://www.newlc.com</guid>
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