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	<title>Comments for dehash</title>
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	<link>http://www.dehash.com</link>
	<description>Flash Flex Air OS and web related content</description>
	<lastBuildDate>Wed, 09 May 2012 10:38:31 +0000</lastBuildDate>
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		<item>
		<title>Comment on Basic AS3 VAST OVA Video Player Example by dehash</title>
		<link>http://www.dehash.com/2012/03/11/basic-as3-vast-ova-video-player-example/comment-page-1/#comment-28265</link>
		<dc:creator>dehash</dc:creator>
		<pubDate>Wed, 09 May 2012 10:38:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.dehash.com/?p=254#comment-28265</guid>
		<description>@Hank
Yes all the source code is there in the post. Only one class and kept it simple. Plus the XML it calls. Nothing more to it than that. Add the OVA sources that you have and should be good to work from it to add what you need.</description>
		<content:encoded><![CDATA[<p>@Hank<br />
Yes all the source code is there in the post. Only one class and kept it simple. Plus the XML it calls. Nothing more to it than that. Add the OVA sources that you have and should be good to work from it to add what you need.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Basic AS3 VAST OVA Video Player Example by Hank</title>
		<link>http://www.dehash.com/2012/03/11/basic-as3-vast-ova-video-player-example/comment-page-1/#comment-28263</link>
		<dc:creator>Hank</dc:creator>
		<pubDate>Mon, 09 Apr 2012 16:48:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.dehash.com/?p=254#comment-28263</guid>
		<description>Any way you can link to the sources. I have the AS3 source from OVA, but anything else one would need to build this ?
highly appreciated!</description>
		<content:encoded><![CDATA[<p>Any way you can link to the sources. I have the AS3 source from OVA, but anything else one would need to build this ?<br />
highly appreciated!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Papervision 3D Examples Added With Source Code by Nabil</title>
		<link>http://www.dehash.com/2008/08/06/papervision-3d-examples-added-with-source-code/comment-page-1/#comment-28245</link>
		<dc:creator>Nabil</dc:creator>
		<pubDate>Tue, 16 Aug 2011 19:34:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.dehash.com/?p=152#comment-28245</guid>
		<description>Hi, i need a help. Where can I put a loader for a 3D.dae object in this script.

package
{
	import flash.display.BitmapData;
	import flash.display.BlendMode;
	import flash.events.Event;
	import flash.filters.BlurFilter;
	import flash.filters.GlowFilter;
	
	import org.papervision3d.core.proto.MaterialObject3D;
	import org.papervision3d.events.FileLoadEvent;
	import org.papervision3d.lights.PointLight3D;
	import org.papervision3d.materials.BitmapMaterial;
	import org.papervision3d.materials.shadematerials.EnvMapMaterial;
	import org.papervision3d.objects.parsers.DAE;
	import org.papervision3d.objects.primitives.Plane;
	
	[SWF (width=&quot;640&quot;, height=&quot;480&quot;, backgroundColor=&quot;0x000000&quot;,frameRate=&quot;30&quot;)]	
	
	public class GRINGO extends AR_AlchemyBase
	{
		public var dae : DAE; 
		public var shadowPlane : Plane;
		
		[Embed (source=&quot;/../assets/envmap-livingroom.jpg&quot;)]
		private var EnvMap : Class; 
		
		[Embed (source=&quot;/../assets/torusshadow.jpg&quot;)]
		private var ShadowBitmap : Class; 
		
		override public function addSceneObjects():void
		{
			dae = new DAE(); 
			dae.load(&quot;assets/toro.dae&quot;); 
			dae.z -=0;
			dae.rotationX = 270; 
			dae.scale=0.7;
			
			dae.addEventListener(FileLoadEvent.LOAD_COMPLETE, daeLoadComplete); 
			
			shadowPlane = new Plane(new BitmapMaterial(new ShadowBitmap().bitmapData),100,100,4,4);
			//shadowPlane.rotationZ= 45;
			
			onImageFound = fadeIn; 
			onImageLost = fadeOut;
			
		}
		
		override public function enterFrame(e:Event):void
		{
			dae.yaw(0); 
			//shadowPlane.roll(3); 
						super.enterFrame(e); 
		}
		
		public function daeLoadComplete(e:FileLoadEvent) : void
		{
			trace(&quot;DAE LOADED!&quot;);  
			trace(dae.materials); 
			
			var newmaterial : MaterialObject3D; 
			
			var envmap : BitmapData = new EnvMap().bitmapData; 
			var light : PointLight3D = new PointLight3D(); 
			newmaterial = new EnvMapMaterial(light, envmap, envmap,0); 			
			dae.replaceMaterialByName(newmaterial, &quot;torus_texture&quot;); 
			dae.useOwnContainer = true; 
			dae.filters = [new BlurFilter(1.2,1.2,4)];
			
			container.addChild(dae); 
			
			shadowPlane.useOwnContainer = true; 
			shadowPlane.blendMode = BlendMode.MULTIPLY;
			shadowPlane.alpha = 0.4; 
			shadowPlane.scale = 1.5;
			container.addChild(shadowPlane); 
			
			
		}
		
		public function fadeIn() : void
		{
			if(dae.alpha0) dae.alpha-=0.1; 
			shadowPlane.alpha = dae.alpha * 0.4; 
		}
		
	}
}</description>
		<content:encoded><![CDATA[<p>Hi, i need a help. Where can I put a loader for a 3D.dae object in this script.</p>
<p>package<br />
{<br />
	import flash.display.BitmapData;<br />
	import flash.display.BlendMode;<br />
	import flash.events.Event;<br />
	import flash.filters.BlurFilter;<br />
	import flash.filters.GlowFilter;</p>
<p>	import org.papervision3d.core.proto.MaterialObject3D;<br />
	import org.papervision3d.events.FileLoadEvent;<br />
	import org.papervision3d.lights.PointLight3D;<br />
	import org.papervision3d.materials.BitmapMaterial;<br />
	import org.papervision3d.materials.shadematerials.EnvMapMaterial;<br />
	import org.papervision3d.objects.parsers.DAE;<br />
	import org.papervision3d.objects.primitives.Plane;</p>
<p>	[SWF (width="640", height="480", backgroundColor="0x000000",frameRate="30")]	</p>
<p>	public class GRINGO extends AR_AlchemyBase<br />
	{<br />
		public var dae : DAE;<br />
		public var shadowPlane : Plane;</p>
<p>		[Embed (source="/../assets/envmap-livingroom.jpg")]<br />
		private var EnvMap : Class; </p>
<p>		[Embed (source="/../assets/torusshadow.jpg")]<br />
		private var ShadowBitmap : Class; </p>
<p>		override public function addSceneObjects():void<br />
		{<br />
			dae = new DAE();<br />
			dae.load(&#8220;assets/toro.dae&#8221;);<br />
			dae.z -=0;<br />
			dae.rotationX = 270;<br />
			dae.scale=0.7;</p>
<p>			dae.addEventListener(FileLoadEvent.LOAD_COMPLETE, daeLoadComplete); </p>
<p>			shadowPlane = new Plane(new BitmapMaterial(new ShadowBitmap().bitmapData),100,100,4,4);<br />
			//shadowPlane.rotationZ= 45;</p>
<p>			onImageFound = fadeIn;<br />
			onImageLost = fadeOut;</p>
<p>		}</p>
<p>		override public function enterFrame(e:Event):void<br />
		{<br />
			dae.yaw(0);<br />
			//shadowPlane.roll(3);<br />
						super.enterFrame(e);<br />
		}</p>
<p>		public function daeLoadComplete(e:FileLoadEvent) : void<br />
		{<br />
			trace(&#8220;DAE LOADED!&#8221;);<br />
			trace(dae.materials); </p>
<p>			var newmaterial : MaterialObject3D; </p>
<p>			var envmap : BitmapData = new EnvMap().bitmapData;<br />
			var light : PointLight3D = new PointLight3D();<br />
			newmaterial = new EnvMapMaterial(light, envmap, envmap,0);<br />
			dae.replaceMaterialByName(newmaterial, &#8220;torus_texture&#8221;);<br />
			dae.useOwnContainer = true;<br />
			dae.filters = [new BlurFilter(1.2,1.2,4)];</p>
<p>			container.addChild(dae); </p>
<p>			shadowPlane.useOwnContainer = true;<br />
			shadowPlane.blendMode = BlendMode.MULTIPLY;<br />
			shadowPlane.alpha = 0.4;<br />
			shadowPlane.scale = 1.5;<br />
			container.addChild(shadowPlane); </p>
<p>		}</p>
<p>		public function fadeIn() : void<br />
		{<br />
			if(dae.alpha0) dae.alpha-=0.1;<br />
			shadowPlane.alpha = dae.alpha * 0.4;<br />
		}</p>
<p>	}<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on AS3 Signals Bubbling note by dehash</title>
		<link>http://www.dehash.com/2010/03/07/as3-signals-bubbling-note/comment-page-1/#comment-28188</link>
		<dc:creator>dehash</dc:creator>
		<pubDate>Sun, 13 Mar 2011 15:15:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.dehash.com/?p=241#comment-28188</guid>
		<description>@Aristophrenia
This blog post is quite old now from when bubbling was new and experimental so you should check the official Signals docs for usage.
 
But as I wrote in reply to @Nicole extending GenericEvent is probably the better option and I posted an example zip of this in the blog post above which you might have missed @
http://www.dehash.com/assets/bubbling_custom_event.zip</description>
		<content:encoded><![CDATA[<p>@Aristophrenia<br />
This blog post is quite old now from when bubbling was new and experimental so you should check the official Signals docs for usage.</p>
<p>But as I wrote in reply to @Nicole extending GenericEvent is probably the better option and I posted an example zip of this in the blog post above which you might have missed @<br />
<a href="http://www.dehash.com/assets/bubbling_custom_event.zip" rel="nofollow">http://www.dehash.com/assets/bubbling_custom_event.zip</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on AS3 Signals Bubbling note by Aristophrenia</title>
		<link>http://www.dehash.com/2010/03/07/as3-signals-bubbling-note/comment-page-1/#comment-28185</link>
		<dc:creator>Aristophrenia</dc:creator>
		<pubDate>Sun, 13 Mar 2011 07:44:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.dehash.com/?p=241#comment-28185</guid>
		<description>Inserting a VO object in the DeluxeSignal(vo) stops the event from being fired - anyone know why ?
It simply fails silently and is not picked up by any of the parent classes implementing interface IBubbleEventHandler
Returning the vo object to &#039;this&#039; corrects the issue.
Anyone know how to implement the dispatching of VO objects via deluxe signal as I can not get it to work.
The only way I could get custom info to be passed through was by extending generic event - passing a vo did not work.
Make sure you override the clone function when you extend genericEvent.</description>
		<content:encoded><![CDATA[<p>Inserting a VO object in the DeluxeSignal(vo) stops the event from being fired &#8211; anyone know why ?<br />
It simply fails silently and is not picked up by any of the parent classes implementing interface IBubbleEventHandler<br />
Returning the vo object to &#8216;this&#8217; corrects the issue.<br />
Anyone know how to implement the dispatching of VO objects via deluxe signal as I can not get it to work.<br />
The only way I could get custom info to be passed through was by extending generic event &#8211; passing a vo did not work.<br />
Make sure you override the clone function when you extend genericEvent.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Flash AS3 RobotLegs YouTube example by dehash</title>
		<link>http://www.dehash.com/2010/08/09/flash-as3-robotlegs-youtube-example/comment-page-1/#comment-28183</link>
		<dc:creator>dehash</dc:creator>
		<pubDate>Tue, 15 Feb 2011 01:27:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.dehash.com/?p=244#comment-28183</guid>
		<description>@Peder - yes especially that b/w footage which is memorable and looks very 60s and a great vocal performance.</description>
		<content:encoded><![CDATA[<p>@Peder &#8211; yes especially that b/w footage which is memorable and looks very 60s and a great vocal performance.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Flash AS3 RobotLegs YouTube example by Peder</title>
		<link>http://www.dehash.com/2010/08/09/flash-as3-robotlegs-youtube-example/comment-page-1/#comment-28164</link>
		<dc:creator>Peder</dc:creator>
		<pubDate>Thu, 13 Jan 2011 17:36:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.dehash.com/?p=244#comment-28164</guid>
		<description>I&#039;m always astounded by incredible voice and rock steady smooth vibrato of Veronica Bennet aka Ronnie Spector</description>
		<content:encoded><![CDATA[<p>I&#8217;m always astounded by incredible voice and rock steady smooth vibrato of Veronica Bennet aka Ronnie Spector</p>
]]></content:encoded>
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