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	<channel>
		<title>Features &amp; Requests</title>
		<link>http://sio2interactive.forumotion.net/features-requests-f5/-t1.htm</link>
		<description>Post or Request a feature to be added to the core.</description>
		<lastBuildDate>Tue, 04 Aug 2009 15:04:54 GMT</lastBuildDate>
		<ttl>10</ttl>
		<image>
			<title>Features &amp; Requests</title>
			<url>http://sio2interactive.com/forum_logo.png</url>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/-t1.htm</link>
		</image>
		<item>
			<title>[patch] less footprint to load PNG</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/patch-less-footprint-to-load-png-t814.htm</link>
			<dc:creator>ricardoquesada</dc:creator>
			<description>Hi,



this is a patch for sio2 1.4.0.

It loads .PNG images with less memory footprint (a probably it loads them a little faster).

It doesn't call sioImageFlip. Instead, it &quot;flips&quot; the image when it loads it.



Code:

--- sio2_image.cc   2009-08-04 11&#58;56&#58;16.000000000 -0300

+++ sio2_image-patch.cc   2009-08-04 11&#58;56&#58;08.000000000 -0300

@@ -413,7 +413,7 @@

    while&#40; i &lt; &#40; int &#41;_SIO2image-&gt;height &#41;

    ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Tue, 04 Aug 2009 15:04:54 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/patch-less-footprint-to-load-png-t814.htm#4443</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/patch-less-footprint-to-load-png-t814.htm</guid>
		</item>
		<item>
			<title>Character Animation - proposing a better way.</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/character-animation-proposing-a-better-way-t677.htm</link>
			<dc:creator>sgreenwalt</dc:creator>
			<description>If you think this is a good idea, I will write it.



One problem with MD2 is that for every frame, it saves ALL vertex data . . . even for vertices that are static.



This results in much data redundancy and a larger file.



Maybe I am wrong about the above . . . but after reviewing the MD2 export script in Blender . . . I think I am correct.



Maybe we could tweak MD2 like so that.



1.  The set of static (unchanging) vertices is specified only once.

2.  Changing vertices are  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Mon, 08 Jun 2009 10:00:16 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/character-animation-proposing-a-better-way-t677.htm#3763</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/character-animation-proposing-a-better-way-t677.htm</guid>
		</item>
		<item>
			<title>Request - PC or Mac compilable build</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-pc-or-mac-compilable-build-t710.htm</link>
			<dc:creator>sourcerer</dc:creator>
			<description><![CDATA[Hi,
<br />
Since all tech is supported on PC or Mac, would it be possible to provide a PC or Mac build?
<br />
It would be very useful for rapid prototyping as well as tool development using the same codebase.
<br />

<br />
Thanks,
<br />
Kaj]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Sat, 20 Jun 2009 19:56:04 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-pc-or-mac-compilable-build-t710.htm#3922</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-pc-or-mac-compilable-build-t710.htm</guid>
		</item>
		<item>
			<title>Bug in tutorial02</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/bug-in-tutorial02-t667.htm</link>
			<dc:creator>WonwooLee</dc:creator>
			<description>Hi. 



I found that there is missing functions in the tutorial02. 

In the function 'templateLoading', these are missing.  



sio2ResourceBindAllImages( sio2-&gt;_SIO2resource );

sio2ResourceBindAllMaterials( sio2-&gt;_SIO2resource );



The tutorial02 works well with the included tutorial02.sio2, but it does not with the other models that have texture images. 



After I added them, now the tutorial works fine. 



Please check this and correct the source code in the distribution.  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Wed, 03 Jun 2009 14:25:04 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/bug-in-tutorial02-t667.htm#3707</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/bug-in-tutorial02-t667.htm</guid>
		</item>
		<item>
			<title>[Request] Option to Add an Update function that gets Called Before Render</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-option-to-add-an-update-function-that-gets-called-before-render-t603.htm</link>
			<dc:creator>uprise78</dc:creator>
			<description>Basically, I like to separate my updates from my renders to keep the code clean and readable.  It is pretty easy to just call an update method on the first line of the render function but it seems like it would be cleaner overall if the sio2 object allowed us to add a 'templateUpdate' method that could get called just before 'templateRender'.  Any thoughts?</description>
			<category>Features &amp; Requests</category>
			<pubDate>Tue, 12 May 2009 16:14:08 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-option-to-add-an-update-function-that-gets-called-before-render-t603.htm#3332</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-option-to-add-an-update-function-that-gets-called-before-render-t603.htm</guid>
		</item>
		<item>
			<title>[Request] Collision Filtering Support from Blender</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-collision-filtering-support-from-blender-t597.htm</link>
			<dc:creator>uprise78</dc:creator>
			<description>Bullet has built in support for collision with filtering the simplest and fastest being masks.  It is a perfect fit for the iPhone to keep the performance at peak.  If there was some way to specify the collision type and what it can collide with in Blender that would be superb.  I am not sure what the best way to do this would be so I was hoping you had some ideas.  Maybe something in the user variables that would make sense...



The only code change that would need is in sio2_physic.cc line  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Fri, 08 May 2009 16:46:54 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-collision-filtering-support-from-blender-t597.htm#3293</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-collision-filtering-support-from-blender-t597.htm</guid>
		</item>
		<item>
			<title>[Request] Dont Call glBindTexture Unless Necessary ... and glIsEnabled/glEnable</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-dont-call-glbindtexture-unless-necessary-and-glisenabled-glenable-t598.htm</link>
			<dc:creator>uprise78</dc:creator>
			<description>I was doing a bit of testing with one of the tutorials and found that glBindTexture is a VERY expensive call on the iPhone.  Would it be possible to modify sio2Image to check to see if the texture it is binding is not the currently bound texture?



sio2ImageRender could just be modified with something simple like:



Code:

if&#40; sio2-&gt;currentTid != _SIO2image-&gt;tid &#41;

&#123;

     glBindTexture&#40; GL_TEXTURE_2D, _SIO2image-&gt;tid &#41;;

     sio2-&gt;currentTid  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Fri, 08 May 2009 18:39:27 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-dont-call-glbindtexture-unless-necessary-and-glisenabled-glenable-t598.htm#3299</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-dont-call-glbindtexture-unless-necessary-and-glisenabled-glenable-t598.htm</guid>
		</item>
		<item>
			<title>Playing Video</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/playing-video-t591.htm</link>
			<dc:creator>QSGameDev</dc:creator>
			<description><![CDATA[Hi All,
<br />
  I'm looking for a game engine for the iPhone that can play video, and give me the ability to render images over the video before rendering to the screen.  be great too if its not just full screen, seems full screens my only option with other engines.
<br />

<br />
Thanks 
<br />
 QS]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Fri, 08 May 2009 00:44:20 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/playing-video-t591.htm#3247</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/playing-video-t591.htm</guid>
		</item>
		<item>
			<title>Anyone making a wiki?</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/anyone-making-a-wiki-t142.htm</link>
			<dc:creator>meteors</dc:creator>
			<description><![CDATA[Hi all,
<br />

<br />
I think SIO2 should have a wiki. Unless it does already and I haven't seen it.
<br />

<br />
Anyone up for uploading one? Otherwise I'll do it.
<br />

<br />

<br />
Best regards,
<br />
-joshua]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Sat, 15 Nov 2008 13:15:53 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/anyone-making-a-wiki-t142.htm#725</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/anyone-making-a-wiki-t142.htm</guid>
		</item>
		<item>
			<title>[Request] IPO callback, animation done trigger</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-ipo-callback-animation-done-trigger-t554.htm</link>
			<dc:creator>yarri</dc:creator>
			<description><![CDATA[Hi, it would be nice to have notification from sio2IpoCurveRender() to either change the state of the IPO curve (NON_CYCLICAL_DONE?) or provide a callback when a rendering stream is completed.
<br />

<br />
This would help with an in-game &quot;flyby&quot; of a scene done at the beginning of gameplay, ie., a one-time event.
<br />

<br />
I'll submit code if I make any changes to the engine, but I might just handle this with an NSTimer.
<br />

<br />
--yarri]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Sun, 26 Apr 2009 18:25:32 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-ipo-callback-animation-done-trigger-t554.htm#3062</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-ipo-callback-animation-done-trigger-t554.htm</guid>
		</item>
		<item>
			<title>Video Tutorial #1</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/video-tutorial-1-t411.htm</link>
			<dc:creator>wolfgang23</dc:creator>
			<description><![CDATA[Hello *,
<br />

<br />
I started to study OpenGL ES now and found SIO2 which is impressive. I recognized that tutorial #1 is not available. Is there another source where I can get it? I guess it's probably important for my understanding or can I simply leave it out?
<br />

<br />
Thanks in advance,
<br />

<br />
Wolfgang.]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Wed, 04 Mar 2009 10:58:05 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/video-tutorial-1-t411.htm#2169</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/video-tutorial-1-t411.htm</guid>
		</item>
		<item>
			<title>textmate bundle additions for lua</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/textmate-bundle-additions-for-lua-t509.htm</link>
			<dc:creator>zzajin</dc:creator>
			<description>Here is a script that will generate the text additions needed for the Textmate lua language bundle to add syntax coloring to SIO2/GL/AL wrapped functions, defines, and enums. 





Code:



#!/usr/bin/env python



import re



fileIN = open&#40;&quot;sio2.module&quot;, &quot;r&quot;&#41;

line = fileIN.readline&#40;&#41;



functions = re.compile&#40;&quot;.*&#91;\s|\*&#93;&#40;&#91;\w&#93;+&#41;\s*\&#40;&#91;\.,\w\*\s&#93;*\&#41;\s*;&quot;&#41;

defines = re.compile&#40;&quot;^\s*#&#40;define|DEFINE&#41;\s&#40;&#91;\w&#93;+&#41;\s.*&quot;&#41;

enum_start  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Fri, 10 Apr 2009 17:12:37 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/textmate-bundle-additions-for-lua-t509.htm#2812</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/textmate-bundle-additions-for-lua-t509.htm</guid>
		</item>
		<item>
			<title>Localization &amp;amp; UTF8 Support</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/localization-utf8-support-t488.htm</link>
			<dc:creator>lateralpunk</dc:creator>
			<description>Making a successful game for the iPhone demands localization.  Ive been looking over the source code si02_font and it clearly seems that you are using a basic char* that only supports 256 characters.  Do you have plans to upgrade the font rendering system to support Localization?</description>
			<category>Features &amp; Requests</category>
			<pubDate>Sun, 29 Mar 2009 14:46:31 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/localization-utf8-support-t488.htm#2702</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/localization-utf8-support-t488.htm</guid>
		</item>
		<item>
			<title>[request] use triangle strips, not triangle lists</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-use-triangle-strips-not-triangle-lists-t463.htm</link>
			<dc:creator>jack77</dc:creator>
			<description>With all the freely available stripifiers out there, it would be nice if the exporter took care of this for us. My test app is very slow, because the current engine uses 3x vertices than it should :'(</description>
			<category>Features &amp; Requests</category>
			<pubDate>Tue, 24 Mar 2009 12:58:03 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-use-triangle-strips-not-triangle-lists-t463.htm#2505</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-use-triangle-strips-not-triangle-lists-t463.htm</guid>
		</item>
		<item>
			<title>Sort objects by materials/states</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/sort-objects-by-materials-states-t465.htm</link>
			<dc:creator>jack77</dc:creator>
			<description>This really speeds up rendering.</description>
			<category>Features &amp; Requests</category>
			<pubDate>Tue, 24 Mar 2009 13:05:23 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/sort-objects-by-materials-states-t465.htm#2508</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/sort-objects-by-materials-states-t465.htm</guid>
		</item>
		<item>
			<title>[request] simple &amp;quot;pass&amp;quot; or &amp;quot;technique&amp;quot; interface for rendering...</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-simple-pass-or-technique-interface-for-rendering-t464.htm</link>
			<dc:creator>jack77</dc:creator>
			<description><![CDATA[It would just rocks if SIO2 could support &quot;techniques&quot;, for doing multipass effects.
<br />
A technique would be an object with a pass count and a setup method.
<br />
When activated, the engine would call the setup method then render the requested objects, for each pass = [1 .. pass count].]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Tue, 24 Mar 2009 13:03:59 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-simple-pass-or-technique-interface-for-rendering-t464.htm#2506</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-simple-pass-or-technique-interface-for-rendering-t464.htm</guid>
		</item>
		<item>
			<title>[request] About iphone 3d racing game tutorial</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-about-iphone-3d-racing-game-tutorial-t432.htm</link>
			<dc:creator>daynie</dc:creator>
			<description><![CDATA[hi all,
<br />

<br />
Is there any link tutorial for get started build an iphone 3d racing game?
<br />
Any suggest would b helping.
<br />

<br />
thanks,
<br />
daynie]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Thu, 12 Mar 2009 19:13:50 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-about-iphone-3d-racing-game-tutorial-t432.htm#2292</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-about-iphone-3d-racing-game-tutorial-t432.htm</guid>
		</item>
		<item>
			<title>Collada import/export</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/collada-import-export-t424.htm</link>
			<dc:creator>aheirich</dc:creator>
			<description><![CDATA[It would be very nice if you could support the open Collada standard art assets, I believe importer and exporter sample code is freely available at <a href="http://collada.org." target="_blank">http://collada.org.</a>  This would make it possible to import from almost any 3D package, not just Blender.
<br />
thank you]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Mon, 09 Mar 2009 19:21:00 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/collada-import-export-t424.htm#2252</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/collada-import-export-t424.htm</guid>
		</item>
		<item>
			<title>Create primitives</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/create-primitives-t240.htm</link>
			<dc:creator>meteors</dc:creator>
			<description><![CDATA[Hi all,
<br />

<br />
One nice addition to the SDK would be some functions to create and display simple meshes, like spheres and cylinders. It's a little pointless to use Blender for stuff like that. 
<br />

<br />
And unfortunately, OpenGL ES is pretty limiting, since most of my code library uses glBegin, etc.
<br />

<br />

<br />

<br />
Best,
<br />
-joshua]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Sun, 28 Dec 2008 15:29:57 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/create-primitives-t240.htm#1300</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/create-primitives-t240.htm</guid>
		</item>
		<item>
			<title>Request: glut+SIO2 project template with SIO2 releases.</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-glutsio2-project-template-with-sio2-releases-t392.htm</link>
			<dc:creator>exavi</dc:creator>
			<description>Hi! I have been thinking about glut and SIO2 and even though I know that it wont take much time to make it work with glut, as it seems to be easily &quot;portable&quot; I was thinking that it could be also distributed with every sio2 release as it would be just calling those some sio2 functions from glut, something like calling templateRender() after glutInit(), GLUT_UP instead of SIO2_WINDOW_TAP_UP, and so on...



If distributing it with each release is not possible because you want to keep  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Wed, 25 Feb 2009 10:24:50 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-glutsio2-project-template-with-sio2-releases-t392.htm#2074</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-glutsio2-project-template-with-sio2-releases-t392.htm</guid>
		</item>
		<item>
			<title>Request: code comments</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-code-comments-t384.htm</link>
			<dc:creator>jack77</dc:creator>
			<description><![CDATA[Going thru the code for the first time.
<br />

<br />
All the files in trunk/src are comment-free (except if the licence text counts). I have no clue what the functions do. It looks like the Linux kernel source code :-O
<br />
Documenting at least the purpose of an API function, and its return values, seems like the commonly accepted bare minimum.]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Tue, 24 Feb 2009 06:03:50 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-code-comments-t384.htm#2041</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-code-comments-t384.htm</guid>
		</item>
		<item>
			<title>Request to Remove Blender Exports Options</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-to-remove-blender-exports-options-t377.htm</link>
			<dc:creator>vang0330</dc:creator>
			<description>I am a newbie to IPhone programming and looked at a few popular IPhone game engines available.  I must say SIO2 got to be the best.  One request I have for future revisions is please remove all the options from the export procedure.  For example, removing the N, O, V, IN (this is gone in v.1.3.3)...3 left to go.    The reason is, I cannot get consistent exports with the most minor change.  For example, when I regroup vertices, or change face color, or change shape size, etc., I get undesired  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Mon, 23 Feb 2009 03:50:14 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-to-remove-blender-exports-options-t377.htm#2022</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-to-remove-blender-exports-options-t377.htm</guid>
		</item>
		<item>
			<title>hi, how about the scene graph used in OGRE3D, and  SIO2will support the feature in the futrue version</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/hi-how-about-the-scene-graph-used-in-ogre3d-and-sio2will-support-the-feature-in-the-futrue-version-t360.htm</link>
			<dc:creator>terryc</dc:creator>
			<description><![CDATA[in OGRE3D there is a greate design the scene graph make the scene node and scene entry completely sperated. that is to say the scene graph will dont need to known the detail of the concrete entry &#65292; at the same time , the entry dont need to known the scene graph.... <img src="http://illiweb.com/fa/i/smiles/icon_rr.png" alt="afro" longdesc="60" />]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Tue, 17 Feb 2009 06:20:32 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/hi-how-about-the-scene-graph-used-in-ogre3d-and-sio2will-support-the-feature-in-the-futrue-version-t360.htm#1941</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/hi-how-about-the-scene-graph-used-in-ogre3d-and-sio2will-support-the-feature-in-the-futrue-version-t360.htm</guid>
		</item>
		<item>
			<title>Two tips to sio2 guy</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/two-tips-to-sio2-guy-t283.htm</link>
			<dc:creator>oioioi</dc:creator>
			<description>Hello!



I got two tips for you. I know this is a free forum but if it's possible I think you should make a new section where you can post your games(screenshots, videos etc) and get feedback from other people on this forum. For game play you may want to post it on a forum like ipodtouchfans.com but it's also good too get feedback from programmers.



Second I think you should make a great free game which shows as many as possible of sio2's features, just to show people how great it is.  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Sat, 17 Jan 2009 20:10:21 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/two-tips-to-sio2-guy-t283.htm#1511</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/two-tips-to-sio2-guy-t283.htm</guid>
		</item>
		<item>
			<title>Request: function to fade between render callbacks</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-function-to-fade-between-render-callbacks-t338.htm</link>
			<dc:creator>meteors</dc:creator>
			<description><![CDATA[I don't even know if this is possible, and I know sio2interactive is very busy. But, I know people would use a function that creates an alpha transition between two render callbacks.
<br />

<br />
Like many people, I use one callback per &quot;level&quot; in my game.
<br />

<br />

<br />

<br />
Best,
<br />
-joshua]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Sun, 08 Feb 2009 20:31:39 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-function-to-fade-between-render-callbacks-t338.htm#1791</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-function-to-fade-between-render-callbacks-t338.htm</guid>
		</item>
		<item>
			<title>game tutorial for iphone</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/game-tutorial-for-iphone-t72.htm</link>
			<dc:creator>paradoks</dc:creator>
			<description>hi, 



i am a 3D artist, and i would like to make a little FPS game on my spare time.

the sio2 engine seems the best and easiest one to do that. 

but for me, its still kind of hard to program really, as i just have a little knowledge in programming.

so the question is : would it be possible for you, or someone from the community, to make a real step by step for how to make an FPS ?

a little one, first load the game model, then shoot, increment decrement life, etc...

all that stuffs  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Mon, 20 Oct 2008 10:05:33 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/game-tutorial-for-iphone-t72.htm#346</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/game-tutorial-for-iphone-t72.htm</guid>
		</item>
		<item>
			<title>PNG Loading</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/png-loading-t136.htm</link>
			<dc:creator>zzajin</dc:creator>
			<description>I had this code which load pngs in image.cc in my project for awhile. You will also need to add CoreGraphics framework to the project. It's mostly code from Crash Landing sample code. I never got the conversion at the end working however. I'm not asking it to be added to SIO2, but preempting any request for PNG support 



Perhaps it will be of use to someone.





Code:



void sio2ImageLoadPNG&#40; SIO2image  *_SIO2image,

                 ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Thu, 13 Nov 2008 23:03:41 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/png-loading-t136.htm#716</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/png-loading-t136.htm</guid>
		</item>
		<item>
			<title>3d polarizing case + shell (from TUAW macworld coverage)</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/3d-polarizing-case-shell-from-tuaw-macworld-coverage-t264.htm</link>
			<dc:creator>autology</dc:creator>
			<description>This seams like a natural extension if you're already getting a decent fps from your app:



http://www.tuaw.com/2009/01/08/wazabee-brings-glass-free-3d-to-the-iphone/



Simulated 3d -&gt; basically rendering every other frame from a different camera position to produce the desired parallax effect (left eye, right eye)



No idea if this could be tied into the sio2 sdk when it becomes available... but definitely something to keep an eye on. </description>
			<category>Features &amp; Requests</category>
			<pubDate>Fri, 09 Jan 2009 01:42:11 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/3d-polarizing-case-shell-from-tuaw-macworld-coverage-t264.htm#1433</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/3d-polarizing-case-shell-from-tuaw-macworld-coverage-t264.htm</guid>
		</item>
		<item>
			<title>.WAV file support</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/wav-file-support-t261.htm</link>
			<dc:creator>dilshod</dc:creator>
			<description>Unpacking vorbis codec is very slow. I'm using this code for wave files.

First rename sio2SoundBufferLoad to sio2SoundBufferLoadOGG 



Code:

void sio2SoundBufferLoadWAV&#40;SIO2soundbuffer *_SIO2soundbuffer, SIO2stream *_SIO2stream&#41; &#123;

   unsigned char *header;

   header = &#40; unsigned char * &#41;sio2StreamReadPtr&#40; _SIO2stream, 0x2c &#41;;

   _SIO2soundbuffer-&gt;size = *&#40;unsigned int *&#41;&#40;&#40;int&#41;header + 0x28&#41;;

   ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Wed, 07 Jan 2009 06:31:28 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/wav-file-support-t261.htm#1414</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/wav-file-support-t261.htm</guid>
		</item>
		<item>
			<title>.PNG support</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/png-support-t259.htm</link>
			<dc:creator>meteors</dc:creator>
			<description><![CDATA[Any plans for this?  .TGA is a pain to work with, and is the only one currently which supports transparency.
<br />

<br />

<br />
Best,
<br />
-joshua]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Tue, 06 Jan 2009 23:48:22 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/png-support-t259.htm#1401</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/png-support-t259.htm</guid>
		</item>
		<item>
			<title>Scene Graph</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/scene-graph-t195.htm</link>
			<dc:creator>meteors</dc:creator>
			<description><![CDATA[Hi all,
<br />

<br />
In my opinion, a scene graph should be given very high priority for new features. We should be able to create parent and child nodes, and specify LOCAL, WORLD, or PARENT space when translating.
<br />

<br />
Thoughts?
<br />

<br />

<br />
-joshua]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Tue, 09 Dec 2008 14:52:26 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/scene-graph-t195.htm#1050</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/scene-graph-t195.htm</guid>
		</item>
		<item>
			<title>Cell-shading</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/cell-shading-t54.htm</link>
			<dc:creator>infinite8s</dc:creator>
			<description><![CDATA[Does sio2 support cell-shading? It seems to be a popular technique for handheld consoles, since it simplifies the visuals while still make them &quot;pop&quot;.
<br />

<br />
Otherwise, I look forward to playing around with this engine.]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Mon, 13 Oct 2008 19:00:55 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/cell-shading-t54.htm#249</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/cell-shading-t54.htm</guid>
		</item>
		<item>
			<title>Compressed Textures from Apple's texturetool</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/compressed-textures-from-apple-s-texturetool-t134.htm</link>
			<dc:creator>zzajin</dc:creator>
			<description>So I thought I would have this out sooner, but I just found out that Imagination Tech provides some code in their SDK that will decompress images. Integrating this significantly streamlines the code and workflow, so I added it to SIO2. However it's unclear to me if a custom importer for Blender could be made, so the managing of images for Blender isn't as clean. In order to do this with Blender I've added a bit of meta data in the filename. Which also allows you know something about the images  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Thu, 13 Nov 2008 04:10:28 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/compressed-textures-from-apple-s-texturetool-t134.htm#689</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/compressed-textures-from-apple-s-texturetool-t134.htm</guid>
		</item>
		<item>
			<title>Code Response(s) on features &amp;amp; Request(s)</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/code-responses-on-features-requests-t23.htm</link>
			<dc:creator>sio2interactive</dc:creator>
			<description>Concerning the duplicate object request: 





sio2_object.cc



Code:



#include &quot;sio2.h&quot;





SIO2object *sio2ObjectInit&#40; char *_name &#41;

&#123;

   SIO2object *_SIO2object = &#40; SIO2object * &#41; calloc&#40; 1, sizeof&#40; SIO2object &#41; &#41;;



   strcpy&#40; _SIO2object-&gt;name, _name &#41;;

   

   _SIO2object-&gt;pos = sio2Vec3Init&#40;&#41;;

   _SIO2object-&gt;rot = sio2Vec3Init&#40;&#41;;

   ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Thu, 02 Oct 2008 13:23:57 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/code-responses-on-features-requests-t23.htm#117</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/code-responses-on-features-requests-t23.htm</guid>
		</item>
		<item>
			<title>2 Requests:  FPS display and Pause</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/2-requests-fps-display-and-pause-t198.htm</link>
			<dc:creator>uprise78</dc:creator>
			<description>I find that I add to just about every project some means of displaying FPS so maybe it would be useful to have a built in mechanism to display FPS for debugging.  Pause would also be a good one to have as well.</description>
			<category>Features &amp; Requests</category>
			<pubDate>Tue, 09 Dec 2008 20:39:19 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/2-requests-fps-display-and-pause-t198.htm#1056</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/2-requests-fps-display-and-pause-t198.htm</guid>
		</item>
		<item>
			<title>tutorial request</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/tutorial-request-t190.htm</link>
			<dc:creator>oioioi</dc:creator>
			<description><![CDATA[First of all, congratulations with a fantastic 3d engine.
<br />

<br />
Can you make a tutorial on how to read/write text files? For use in loading/saveing and highscore.
<br />
It's done using sio2Stream, right?
<br />

<br />
Thanks!]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Fri, 05 Dec 2008 16:50:38 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/tutorial-request-t190.htm#1019</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/tutorial-request-t190.htm</guid>
		</item>
		<item>
			<title>sio2 export format spec?</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/sio2-export-format-spec-t58.htm</link>
			<dc:creator>simoneves</dc:creator>
			<description>My company is interested in using SIO2 for a game project, and while we have nothing but respect for Blender and its community, we would rather develop our content in Maya (which we already have and know).



We can of course infer most of the .sio2 export format from the Python exporter provided for Blender, but I am wondering if you have (or, if not, could perhaps write) more formal documentation for the file syntax, in case there are some gotchas (perhaps Blender-specific stuff which might  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Wed, 15 Oct 2008 00:13:24 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/sio2-export-format-spec-t58.htm#264</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/sio2-export-format-spec-t58.htm</guid>
		</item>
		<item>
			<title>cpu and bus speed report</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/cpu-and-bus-speed-report-t117.htm</link>
			<dc:creator>zzajin</dc:creator>
			<description>Apparently 1st and 2nd gen touch devices have different cpu and bus speeds: 412Mhz cpu with 103Mhz bus and 532Mhz cpu with 133Mhz bus respectively. 



During init sio2 gives a bit of a report. Here is some code for cpu and bus speeds that might be of use to someone.





Code:

   

#include &lt;sys/sysctl.h&gt;





   int mib&#91;6&#93; = &#123; 0 &#125;;

   size_t length = sizeof&#40; int &#41;;

   

   int cpuF = 0;

   ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Fri, 07 Nov 2008 05:37:37 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/cpu-and-bus-speed-report-t117.htm#610</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/cpu-and-bus-speed-report-t117.htm</guid>
		</item>
		<item>
			<title>Ports to other ARM platforms</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/ports-to-other-arm-platforms-t44.htm</link>
			<dc:creator>benjymous</dc:creator>
			<description><![CDATA[Are there plans to port the engine to other platforms?  Most notably the <a href="http://openpandora.org/" target="_blank">Pandora</a> which should be a perfect match for the engine (CPU more powerful than the iPhone's, plus proper 3d acceleration)
<br />

<br />
Cheers,
<br />

<br />
benjymous]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Thu, 09 Oct 2008 21:46:17 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/ports-to-other-arm-platforms-t44.htm#186</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/ports-to-other-arm-platforms-t44.htm</guid>
		</item>
		<item>
			<title>SIO2 Texture Name Path</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/sio2-texture-name-path-t86.htm</link>
			<dc:creator>charlierby</dc:creator>
			<description><![CDATA[I noticed that SIO2 only supports texture paths with a maximum of 32 characters, including the &quot;image/&quot; which could cause a lil trouble when you have creative artists <img src="http://illiweb.com/fa/i/smiles/icon_wink.gif" alt="Wink" longdesc="15" /> Any chance to fix this in a future release? 
<br />

<br />
Greetings,]]></description>
			<category>Features &amp; Requests</category>
			<pubDate>Thu, 23 Oct 2008 13:54:09 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/sio2-texture-name-path-t86.htm#443</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/sio2-texture-name-path-t86.htm</guid>
		</item>
		<item>
			<title>Is Normal Maopping possible?</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/is-normal-maopping-possible-t16.htm</link>
			<dc:creator>riruilo</dc:creator>
			<description>Hi all!



After reading this site:

http://www.glbenchmark.com/phonedetails.jsp?benchmark=pro&amp;D=Apple%20iPhone&amp;testgroup=gl



I realised iphone has GL_ARB_texture_env_dot3 extension, so my question is: Is it possible to use normal mapping on our favourite phone?



I researched a little bit and I found this:

http://www.imgtec.com/powervr/insider/demos/polybump.asp



Incredible, is that possible?



Thanks a lot! </description>
			<category>Features &amp; Requests</category>
			<pubDate>Tue, 30 Sep 2008 11:01:03 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/is-normal-maopping-possible-t16.htm#68</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/is-normal-maopping-possible-t16.htm</guid>
		</item>
		<item>
			<title>IPO Curves</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/ipo-curves-t47.htm</link>
			<dc:creator>bucket</dc:creator>
			<description>I currently have ipo curves partially integrated into the engine. I have a couple of questions.



Are you working on this right now? If not should I send you what I have now to get some feedback how you would want to make it work. If you are working on it should I send what I have anyway?



Right now the frame value used as the input for the ipo curves is stored separately for each object. There is now global time implemented into the engine for ipo curves as of now.



When thinking  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Fri, 10 Oct 2008 23:40:48 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/ipo-curves-t47.htm#216</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/ipo-curves-t47.htm</guid>
		</item>
		<item>
			<title>REQUEST: Lua to Python</title>
			<link>http://sio2interactive.forumotion.net/features-requests-f5/request-lua-to-python-t32.htm</link>
			<dc:creator>diehard</dc:creator>
			<description>I'm new here and I really enjoy checking out SIO2, I find it very usable for 3D on the iPhone. My skills are mainly in web applications (4+ years of experience), so learning rendering and physics is still new to me. Please keep up the good work with the SIO2 Engine.



I'm very happy that you chose to integrate Blender (ease of importing) and Bullet for 3D physics. That's what sold me because I was using them on a desktop project with OGRE: http://www.ogre3d.org Blender and Bullet are just  ...</description>
			<category>Features &amp; Requests</category>
			<pubDate>Sat, 04 Oct 2008 00:17:46 GMT</pubDate>
			<comments>http://sio2interactive.forumotion.net/features-requests-f5/request-lua-to-python-t32.htm#136</comments>
			<guid>http://sio2interactive.forumotion.net/features-requests-f5/request-lua-to-python-t32.htm</guid>
		</item>
	</channel>
</rss>