updated with svn, now problem with dae.as , buildPrimitives() method

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dsdsdsdsd

updated with svn, now problem with dae.as , buildPrimitives() method

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hello;

I updated my pv3d with svn;

I am now getting an error that I have traced to dae.as buildPrimitives() function;

in this function there is a query for texCoordSet:
                       
                protected function buildPrimitive( ... ):void
                      {
                       ......  
                       
                        texCoordSet = texCoordSet || new Array();
                       
                        // texture coords
                        for( i = 0; i < texCoordSet.length; i++ )
                        {
                                if(Papervision3D.useRIGHTHANDED)
                                {
                                        texcoords.push(new NumberUV(1.0-texCoordSet[i][0], texCoordSet[i][1]));
                                }
                                else
                                {
                                        texcoords.push(new NumberUV(texCoordSet[i][0], texCoordSet[i][1]));
                                }
                        }


as my.dae is being processed, when a model that DOES use a texture ( .png ) is encountered, an error is now being thrown, because texCoordSet[i] = undefined, so texCoordSet[i][#] generates
TypeError: Error #1010: A term is undefined and has no properties.
        at org.papervision3d.objects.parsers::DAE/buildPrimitive()


any thoughts?


thanks,
Shannon
Tim Knip-2

Re: updated with svn, now problem with dae.as , buildPrimitives() method

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Hi, can you send me the Collada file which throws the error so I can
have a look what's wrong?

Thanks,
Tim

2009/10/3 dsdsdsdsd <[hidden email]>:

>
> hello;
>
> I updated my pv3d with svn;
>
> I am now getting an error that I have traced to dae.as buildPrimitives()
> function;
>
> in this function there is a query for texCoordSet:
>
>                protected function buildPrimitive( ... ):void
>                      {
>                       ......
>
>                        texCoordSet = texCoordSet || new Array();
>
>                        // texture coords
>                        for( i = 0; i < texCoordSet.length; i++ )
>                        {
>                                if(Papervision3D.useRIGHTHANDED)
>                                {
>                                        texcoords.push(new NumberUV(1.0-texCoordSet[i][0], texCoordSet[i][1]));
>                                }
>                                else
>                                {
>                                        texcoords.push(new NumberUV(texCoordSet[i][0], texCoordSet[i][1]));
>                                }
>                        }
>
>
> as my.dae is being processed, when a model that DOES use a texture ( .png )
> is encountered, an error is now being thrown, because texCoordSet[i] =
> undefined, so texCoordSet[i][#] generates
> TypeError: Error #1010: A term is undefined and has no properties.
>        at org.papervision3d.objects.parsers::DAE/buildPrimitive()
>
> any thoughts?
>
>
> thanks,
> Shannon
> --
> View this message in context: http://www.nabble.com/updated-with-svn%2C-now-problem-with-dae.as-%2C-buildPrimitives%28%29-method-tp25731273p25731273.html
> Sent from the Papervision3D mailing list archive at Nabble.com.
>
>
> _______________________________________________
> Papervision3D mailing list
> [hidden email]
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>

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dsdsdsdsd

Re: updated with svn, now problem with dae.as , buildPrimitives() method

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Dan Tirdea

Max3D parser, .3ds files and textures

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Greetings to all,

do you have a working example of this combination?
i've managed to import .3ds file into papervision using the Max3D  
class but i can't load the texture.

Can anybody help me on this one?



Kind regards,
Dan Tirdea
>

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Tim Knip-2

Re: updated with svn, now problem with dae.as , buildPrimitives() method

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In reply to this post by dsdsdsdsd
Hi,

Just committed a small fix to the DAE class, so at least your model will load.

Alas: there seems to be some other issue related to Lightwave
apperently, which prevents a successful parse of UV data.
I'm investigating what goes wrong.

Tim

2009/10/3 dsdsdsdsd <[hidden email]>:

>
> Tim, thanks;
>
>
> http://www.nabble.com/file/p25732838/lightwave_windmill_pv3d_objects.dae
> lightwave_windmill_pv3d_objects.dae
> --
> View this message in context: http://www.nabble.com/updated-with-svn%2C-now-problem-with-dae.as-%2C-buildPrimitives%28%29-method-tp25731273p25732838.html
> Sent from the Papervision3D mailing list archive at Nabble.com.
>
>
> _______________________________________________
> Papervision3D mailing list
> [hidden email]
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>

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Tim Knip-2

Re: Max3D parser, .3ds files and textures

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In reply to this post by Dan Tirdea
[Embed (source="mytexture.jpg")]
private var MyTexture :Class;

var bitmap :Bitmap = new MyTexture();
var bitmapData :BitmapData = bitmap.bitmapData;
var material :BitmapMaterial = new BitmapMaterial( bitmapData );

var materialsList :MaterialsList = new MaterialsList();

materialsList.addMaterial( material, "MyMaterialName" ); // you need
to know this name beforehand

var max3ds :Max3DS = new Max3DS();

max3ds.load( "/path/to/3ds", materialsList );

Alternatively you could use a BitmapFileMaterial to load the texture from disk.

Hope this helps.
Tim

2009/10/4 Dan Tirdea <[hidden email]>:

> Greetings to all,
>
> do you have a working example of this combination?
> i've managed to import .3ds file into papervision using the Max3D class but
> i can't load the texture.
>
> Can anybody help me on this one?
>
>
>
> Kind regards,
> Dan Tirdea
>>
>
> _______________________________________________
> Papervision3D mailing list
> [hidden email]
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>

_______________________________________________
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dsdsdsdsd

Re: updated with svn, now problem with dae.as , buildPrimitives() method

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In reply to this post by Tim Knip-2
about a month ago I made a comparison between a LW Modeler 9.6 dae file vs. a blender dae;

unfortunately I did not chart out the differences, so I cannot tell you specifically what they are ... sorry;

it did seem like the LW dae was a mess, with a lot of what seemed to me to be unnecessary redundant info's;

but more importantly there were different naming conventions used, different tags, and different properties;

however, the dae class has been able to parse both, regardless; yesterday was my first problem;
Dan Tirdea

Re: Max3D parser, .3ds files and textures

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In reply to this post by Tim Knip-2
Hi  Tim,
thank you for your answer.

Did you actually tried this and get it working?
Because the only thing i'm getting is a black cube....

Thanks in advance,
Dan


On Sun, Oct 4, 2009 at 9:05 PM, Tim Knip <[hidden email]> wrote:
[Embed (source="mytexture.jpg")]
private var MyTexture :Class;

var bitmap :Bitmap = new MyTexture();
var bitmapData :BitmapData = bitmap.bitmapData;
var material :BitmapMaterial = new BitmapMaterial( bitmapData );

var materialsList :MaterialsList = new MaterialsList();

materialsList.addMaterial( material, "MyMaterialName" ); // you need
to know this name beforehand

var max3ds :Max3DS = new Max3DS();

max3ds.load( "/path/to/3ds", materialsList );

Alternatively you could use a BitmapFileMaterial to load the texture from disk.

Hope this helps.
Tim

2009/10/4 Dan Tirdea <[hidden email]>:
> Greetings to all,
>
> do you have a working example of this combination?
> i've managed to import .3ds file into papervision using the Max3D class but
> i can't load the texture.
>
> Can anybody help me on this one?
>
>
>
> Kind regards,
> Dan Tirdea
>>
>
> _______________________________________________
> Papervision3D mailing list
> [hidden email]
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>

_______________________________________________
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--

--
Kind regards,
Dan TIRDEA


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Tim Knip-2

Re: updated with svn, now problem with dae.as , buildPrimitives() method

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In reply to this post by dsdsdsdsd
Hi,

Investigated some more...

Okay: the problem is that some <source> elements in the collada got
identical ID attributes.
This is not valid (afaik) as ID's in XML should be unique.
The COLLADA spec on the source @id attribute:
"A text string containing the unique identifier of the element. This
value must be unique
within the instance document. Required."

Seems this is an error in the Lightwave exporter.

The DAE class relies on ID's being unique, so afraid I can't do
anything about this.

Good luck,
Tim

2009/10/4 dsdsdsdsd <[hidden email]>:

>
> about a month ago I made a comparison between a LW Modeler 9.6 dae file vs. a
> blender dae;
>
> unfortunately I did not chart out the differences, so I cannot tell you
> specifically what they are ... sorry;
>
> it did seem like the LW dae was a mess, with a lot of what seemed to me to
> be unnecessary redundant info's;
>
> but more importantly there were different naming conventions used, different
> tags, and different properties;
>
> however, the dae class has been able to parse both, regardless; yesterday
> was my first problem;
> --
> View this message in context: http://www.nabble.com/updated-with-svn%2C-now-problem-with-dae.as-%2C-buildPrimitives%28%29-method-tp25731273p25740541.html
> Sent from the Papervision3D mailing list archive at Nabble.com.
>
>
> _______________________________________________
> Papervision3D mailing list
> [hidden email]
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>

_______________________________________________
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dsdsdsdsd

Re: updated with svn, now problem with dae.as , buildPrimitives() method

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aha .. I see what you are saying;

thanks for your time,
Shannon
tomsamson

Re: flash: deploy to iPhone

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In reply to this post by Tim Knip-2
I moaned, i cried, i yelled.
Being the flash user since first day that i am, yes, i got very  
connected to it and very disappointed to see where it was heading (or  
not propperly heading) for the last few years.
So i watched the Adobe MAX keynote today with few hope for the better.  
And yes, again no hardware acceleration for all display operations.  
Again various demos which seemed nice in a way, but also as if they  
either didn´t work at all or were always about to crash.
But then, suddenly, yes, deploy flash content to iPhone.
Yes, Adobe, if this performs well, you got me hooked again, and  
probably many others :-)
Now bring that on and also propper display acceleration for all  
graphical operations and we can be friends again :-D


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Ashley Sheridan-3

Re: flash: deploy to iPhone

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Some javascript/style in this post has been disabled (why?)
Not so fast! Look at this video released by Adobe:

http://labs.adobe.com/technologies/flashcs5/appsfor_iphone/

What it actually shows is that the app you've just created gets exported as something specific to the iPhone. The iPhone still has no Flash player or plugin, so regular Flash content still won't work.

Thanks,
Ash
http://www.ashleysheridan.co.uk



On Mon, 2009-10-05 at 21:10 +0200, tomsamson wrote:
I moaned, i cried, i yelled.
Being the flash user since first day that i am, yes, i got very  
connected to it and very disappointed to see where it was heading (or  
not propperly heading) for the last few years.
So i watched the Adobe MAX keynote today with few hope for the better.  
And yes, again no hardware acceleration for all display operations.  
Again various demos which seemed nice in a way, but also as if they  
either didn´t work at all or were always about to crash.
But then, suddenly, yes, deploy flash content to iPhone.
Yes, Adobe, if this performs well, you got me hooked again, and  
probably many others :-)
Now bring that on and also propper display acceleration for all  
graphical operations and we can be friends again :-D


_______________________________________________
Papervision3D mailing list
[hidden email]
http://osflash.org/mailman/listinfo/papervision3d_osflash.org



_______________________________________________
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[hidden email]
http://osflash.org/mailman/listinfo/papervision3d_osflash.org
Ross Sclafani

Re: flash: deploy to iPhone

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Some javascript/style in this post has been disabled (why?)
yet this is a really good step from adobe to allow actionscript developers to move their projects to the iphone.

eager to hear about multitouch in as3.

_r

On Oct 5, 2009, at 3:19 PM, Ashley Sheridan wrote:

Not so fast! Look at this video released by Adobe:

http://labs.adobe.com/technologies/flashcs5/appsfor_iphone/

What it actually shows is that the app you've just created gets exported as something specific to the iPhone. The iPhone still has no Flash player or plugin, so regular Flash content still won't work.

Thanks,
Ash
http://www.ashleysheridan.co.uk



On Mon, 2009-10-05 at 21:10 +0200, tomsamson wrote:
I moaned, i cried, i yelled.
Being the flash user since first day that i am, yes, i got very  
connected to it and very disappointed to see where it was heading (or  
not propperly heading) for the last few years.
So i watched the Adobe MAX keynote today with few hope for the better.  
And yes, again no hardware acceleration for all display operations.  
Again various demos which seemed nice in a way, but also as if they  
either didn´t work at all or were always about to crash.
But then, suddenly, yes, deploy flash content to iPhone.
Yes, Adobe, if this performs well, you got me hooked again, and  
probably many others :-)
Now bring that on and also propper display acceleration for all  
graphical operations and we can be friends again :-D


_______________________________________________
Papervision3D mailing list
[hidden email]
http://osflash.org/mailman/listinfo/papervision3d_osflash.org


_______________________________________________
Papervision3D mailing list
[hidden email]
http://osflash.org/mailman/listinfo/papervision3d_osflash.org


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slopester

Re: flash: deploy to iPhone

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Some javascript/style in this post has been disabled (why?)
long overdue - and I see this today too http://news.bbc.co.uk/1/hi/technology/8287239.stm
 
"You'll be able to access a lot of the cool stuff that web designers are coming up with."
 
:o)
 
 
----- Original Message -----
Sent: Monday, October 05, 2009 8:26 PM
Subject: Re: [Papervision3D] flash: deploy to iPhone

yet this is a really good step from adobe to allow actionscript developers to move their projects to the iphone.

eager to hear about multitouch in as3.

_r

On Oct 5, 2009, at 3:19 PM, Ashley Sheridan wrote:

Not so fast! Look at this video released by Adobe:

http://labs.adobe.com/technologies/flashcs5/appsfor_iphone/

What it actually shows is that the app you've just created gets exported as something specific to the iPhone. The iPhone still has no Flash player or plugin, so regular Flash content still won't work.

Thanks,
Ash
http://www.ashleysheridan.co.uk



On Mon, 2009-10-05 at 21:10 +0200, tomsamson wrote:
I moaned, i cried, i yelled.
Being the flash user since first day that i am, yes, i got very  
connected to it and very disappointed to see where it was heading (or  
not propperly heading) for the last few years.
So i watched the Adobe MAX keynote today with few hope for the better.  
And yes, again no hardware acceleration for all display operations.  
Again various demos which seemed nice in a way, but also as if they  
either didn´t work at all or were always about to crash.
But then, suddenly, yes, deploy flash content to iPhone.
Yes, Adobe, if this performs well, you got me hooked again, and  
probably many others :-)
Now bring that on and also propper display acceleration for all  
graphical operations and we can be friends again :-D


_______________________________________________
Papervision3D mailing list
[hidden email]
http://osflash.org/mailman/listinfo/papervision3d_osflash.org


_______________________________________________
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[hidden email]
http://osflash.org/mailman/listinfo/papervision3d_osflash.org


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Checked by AVG - www.avg.com
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John Grden-3

Re: flash: deploy to iPhone

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In reply to this post by Ashley Sheridan-3
yes, it's converted to native iPhone code to run there - that means that the code is no longer running in a runtime JIT environment. 

Which SHOULD make you happy.   They say in the FAQ that you should be concerned about running Flash content on the iPhone because it's not a desktop blab blah blah.  But I say that's gotta be ass backwards.

Native code vs JIT?  it's gotta be faster to some extent.  I mean, one that really has disgusted me lately is that I can create fantastic game for the iPhone using Unity3D and although I only can get the same amt of poly's running as PV on Flash, I get pixel level sorting.  So wth?

I've also noticed it can handle a bit more under the hood with code execution and graphics in general (depending on what you're doing of course blah blah blah), but in general, I felt like what I pulled off on the iphone wouldn't be possible in Flash.  Is that crazy or what?  I haven't tried it of course, but I know flash pretty well, and I know where it tends to barf and choke.

So, with that said, I'm impressed with the iPhone's power and abilities.  this is NOT your mother's cell phone - calling it a phone is actually ridiculous - its a mini computer with cell phone capabilities.  So, having your flash code crunched to Native OC on the iphone (given the criteria i stated above) I would think you'd actually get pretty decent performance.

Oh, and you can code in AS3, use Flash like you normally do, and put it on an iPhone.  That rocks pretty good right there.  Considering flash content on other mobile devices is Flash lite 2.x and slow as crap on a cold day, I'll take a shot that converting to a Native iphone app is probably going to run faster, and be 100x's easier to develop in as compared OC (objective C - which is a hideous language that I've been forced to write 2 games in.  Don't get me started)

my 2cents.

It's NOT Flash technology that's the problem, it's the player.... again, it's the player.

On Mon, Oct 5, 2009 at 2:19 PM, Ashley Sheridan <[hidden email]> wrote:
Not so fast! Look at this video released by Adobe:

http://labs.adobe.com/technologies/flashcs5/appsfor_iphone/

What it actually shows is that the app you've just created gets exported as something specific to the iPhone. The iPhone still has no Flash player or plugin, so regular Flash content still won't work.

Thanks,
Ash
http://www.ashleysheridan.co.uk



On Mon, 2009-10-05 at 21:10 +0200, tomsamson wrote:
I moaned, i cried, i yelled.
Being the flash user since first day that i am, yes, i got very  
connected to it and very disappointed to see where it was heading (or  
not propperly heading) for the last few years.
So i watched the Adobe MAX keynote today with few hope for the better.  
And yes, again no hardware acceleration for all display operations.  
Again various demos which seemed nice in a way, but also as if they  
either didn´t work at all or were always about to crash.
But then, suddenly, yes, deploy flash content to iPhone.
Yes, Adobe, if this performs well, you got me hooked again, and  
probably many others :-)
Now bring that on and also propper display acceleration for all  
graphical operations and we can be friends again :-D


_______________________________________________
Papervision3D mailing list
[hidden email]
http://osflash.org/mailman/listinfo/papervision3d_osflash.org



_______________________________________________
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--
[  JPG  ]

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tomsamson

Re: flash: deploy to iPhone

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Some javascript/style in this post has been disabled (why?)
Yes, exactly, the player is the problem, so i´m glad its not used, too, until its good enough :-)
"What it actually shows is that the app you've just created gets exported as something specific to the iPhone. The iPhone still has no Flash player or plugin, so regular Flash content still won't work."
-->
Yeah, i watched the presentation and videos, that´s why the subject is "deploy to iPhone", not "flash player on the iPhone" :-)
(Though we will surely have tens of thousands of news sites posting it wrong today and in the coming days :-D )
I think its actually way better to be able to deploy to the App Store as native apps than to have a browser/ standalone flash player which runs interpreted flash content.
Like John we have done some iPhone stuff, too and yes, at least native and unity3d stuff performs better on iPhone than flash player running similar content on a highend pc.
So its better for the users (way better performance and probably more system functionality access if done right) and good for developers (can sell content).
So yeah, i´m hooked now to give this a try right away, the BIG question is how it performs and how much of the system functionality one can use, but if they get that right, they have a winner there and i´m excited to do flash stuff again.
Goes working on a game..
Ugur
____________
Stimunation
Interactive Art and Entertainment

On Oct 5, 2009, at 9:54 PM, John Grden wrote:

yes, it's converted to native iPhone code to run there - that means that the code is no longer running in a runtime JIT environment. 

Which SHOULD make you happy.   They say in the FAQ that you should be concerned about running Flash content on the iPhone because it's not a desktop blab blah blah.  But I say that's gotta be ass backwards.

Native code vs JIT?  it's gotta be faster to some extent.  I mean, one that really has disgusted me lately is that I can create fantastic game for the iPhone using Unity3D and although I only can get the same amt of poly's running as PV on Flash, I get pixel level sorting.  So wth?

I've also noticed it can handle a bit more under the hood with code execution and graphics in general (depending on what you're doing of course blah blah blah), but in general, I felt like what I pulled off on the iphone wouldn't be possible in Flash.  Is that crazy or what?  I haven't tried it of course, but I know flash pretty well, and I know where it tends to barf and choke.

So, with that said, I'm impressed with the iPhone's power and abilities.  this is NOT your mother's cell phone - calling it a phone is actually ridiculous - its a mini computer with cell phone capabilities.  So, having your flash code crunched to Native OC on the iphone (given the criteria i stated above) I would think you'd actually get pretty decent performance.

Oh, and you can code in AS3, use Flash like you normally do, and put it on an iPhone.  That rocks pretty good right there.  Considering flash content on other mobile devices is Flash lite 2.x and slow as crap on a cold day, I'll take a shot that converting to a Native iphone app is probably going to run faster, and be 100x's easier to develop in as compared OC (objective C - which is a hideous language that I've been forced to write 2 games in.  Don't get me started)

my 2cents.

It's NOT Flash technology that's the problem, it's the player.... again, it's the player.

On Mon, Oct 5, 2009 at 2:19 PM, Ashley Sheridan <[hidden email]> wrote:
Not so fast! Look at this video released by Adobe:

http://labs.adobe.com/technologies/flashcs5/appsfor_iphone/

What it actually shows is that the app you've just created gets exported as something specific to the iPhone. The iPhone still has no Flash player or plugin, so regular Flash content still won't work.

Thanks,
Ash
http://www.ashleysheridan.co.uk



On Mon, 2009-10-05 at 21:10 +0200, tomsamson wrote:
I moaned, i cried, i yelled.
Being the flash user since first day that i am, yes, i got very  
connected to it and very disappointed to see where it was heading (or  
not propperly heading) for the last few years.
So i watched the Adobe MAX keynote today with few hope for the better.  
And yes, again no hardware acceleration for all display operations.  
Again various demos which seemed nice in a way, but also as if they  
either didn´t work at all or were always about to crash.
But then, suddenly, yes, deploy flash content to iPhone.
Yes, Adobe, if this performs well, you got me hooked again, and  
probably many others :-)
Now bring that on and also propper display acceleration for all  
graphical operations and we can be friends again :-D


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Ross Sclafani

Re: flash: deploy to iPhone

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playerhater.
_r
On Oct 5, 2009, at 3:54 PM, John Grden wrote:

> It's NOT Flash technology that's the problem, it's the player....  
> again, it's the player.


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John Grden-3

Re: flash: deploy to iPhone

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lol so true... malcontent at the very least ;)

On Mon, Oct 5, 2009 at 3:02 PM, Ross Sclafani <[hidden email]> wrote:
playerhater.
_r

On Oct 5, 2009, at 3:54 PM, John Grden wrote:

It's NOT Flash technology that's the problem, it's the player.... again, it's the player.


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John Grden-3

Re: flash: deploy to iPhone

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I should say, this is opinion at this point - reaction really. So, I have to try it and find out, but I'm at least encouraged

On Mon, Oct 5, 2009 at 3:17 PM, John Grden <[hidden email]> wrote:
lol so true... malcontent at the very least ;)


On Mon, Oct 5, 2009 at 3:02 PM, Ross Sclafani <[hidden email]> wrote:
playerhater.
_r

On Oct 5, 2009, at 3:54 PM, John Grden wrote:

It's NOT Flash technology that's the problem, it's the player.... again, it's the player.


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tomsamson

Re: flash: deploy to iPhone

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Some javascript/style in this post has been disabled (why?)
yeah, exactly, totally the same here :-)
The funny thing is i´m most excited about being able to be excited about flash tech news again :-)
Ugur
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Stimunation
Interactive Art and Entertainment

On Oct 5, 2009, at 10:18 PM, John Grden wrote:

I should say, this is opinion at this point - reaction really. So, I have to try it and find out, but I'm at least encouraged

On Mon, Oct 5, 2009 at 3:17 PM, John Grden <[hidden email]> wrote:
lol so true... malcontent at the very least ;)


On Mon, Oct 5, 2009 at 3:02 PM, Ross Sclafani <[hidden email]> wrote:
playerhater.
_r

On Oct 5, 2009, at 3:54 PM, John Grden wrote:

It's NOT Flash technology that's the problem, it's the player.... again, it's the player.


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