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	<title>Canvas 3d JS Library</title>
	<link>http://www.c3dl.org</link>
	<description>where 3D is born!</description>
	<lastBuildDate>Thu, 18 Dec 2008 20:06:09 +0000</lastBuildDate>
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		<title>Bounding Boxes on Collada Objects</title>
		<description>I ran into a nasty bug that has left me scratching my head recently.  It involved taking the work Patrick has done on picking, more specifically his bounding box code and integrating it with Collada objects.  It seemed pretty straightforward when I first started working on it, but ...</description>
		<link>http://www.c3dl.org/index.php/c3dl-dev/bounding-boxes-on-collada-objects/</link>
			</item>
	<item>
		<title>A hair away&#8230;</title>
		<description>Alas, I have approached the summit. With my hands, I have created a Mac application, which runs, and has the customized chrome interface. This alone is an incredible feat for me, since I rarely create GUI-based programs, and I certainly haven't developed them on a Mac before. The only problem ...</description>
		<link>http://www.c3dl.org/index.php/c3dl-dev/a-hair-away/</link>
			</item>
	<item>
		<title>Particle Systems</title>
		<description>In the real world there are many phenomena which exist as set of particles, such as falling snow, sparks from arc welding, rain and fireworks.  Systems which manage (create, update and destroy) a set of these particles are known as particle systems.  Particle systems typically keep track of ...</description>
		<link>http://www.c3dl.org/index.php/c3dl-dev/particle-systems/</link>
			</item>
	<item>
		<title>Welcome aboard</title>
		<description>Recently we have added 3 more people to our team so I thought it fitting to do a brief introduction.  Shawn Dinis, Michael Segal, and Chay Edry will now be joining our team to help us make some cool demos.  I wanted to start by welcoming them to ...</description>
		<link>http://www.c3dl.org/index.php/c3dl-dev/welcome-aboard/</link>
			</item>
	<item>
		<title>C3DL Namespace refactoring</title>
		<description>I've been toying around with refactoring the canvs3d library using namespace is "proper" object oriented inheritance. Proper meaning within the construct of the JavaScript language.The refactoring is far from complete however, a major milestone (in my eyes) has been accomplished today. Rendering a triangle on the screen and using the ...</description>
		<link>http://www.c3dl.org/index.php/c3dl-dev/c3dl-namespace-refactoring/</link>
			</item>
	<item>
		<title>Library Changes</title>
		<description>When I first started working on importing Collada files into a scene, it seemed fairly straightforward.  However, the more I worked on it, the more work there seemed to be.  After I started writing the parser, I realized we would need a scenegraph structure since Collada files are ...</description>
		<link>http://www.c3dl.org/index.php/c3dl-dev/library-changes/</link>
			</item>
	<item>
		<title>Portable Canvas v0.2!</title>
		<description>Portable Canvas version 0.2 is available!!

It is now a usable browser, but restricted to pages on c3dl.org only. It can display canvas elements right out of the box, and doesn't require anything else to be on your system (not even FF3!)*. It's only been tested on Windows XP, but in ...</description>
		<link>http://www.c3dl.org/index.php/c3dl-dev/portable-canvas-02/</link>
			</item>
	<item>
		<title>Namespaces and const</title>
		<description>As our library expands with more functions, classes and global variables, the need for namespacing increases.  I started placing code in a C3DL namespace when I wrote the matrix stack operations.  However, yesterday I was looking in the constants.js file and saw the 'tolerance' variable.  It's a const variable used ...</description>
		<link>http://www.c3dl.org/index.php/c3dl-dev/namespaces-and-const/</link>
			</item>
	<item>
		<title>DAE Scenegraph</title>
		<description>We have code which parses collada/DAE files, but to a limited degree.  The parser only extracts the geometry data.  Therefore if a file is ‘simple’, it loads correctly since the scene graph has only one transform node. However if the collada file contains many transform nodes, each node ...</description>
		<link>http://www.c3dl.org/index.php/c3dl-dev/dae-scenegraph/</link>
			</item>
	<item>
		<title>The Matrix Stack</title>
		<description>First some background:
OpenGL is a state system which has a state variable called the matrix stack.  This is a stack data structure in which each element is a 4x4 matrix.  The stack is very useful when rendering a scene in which objects have transformations relative to other objects. ...</description>
		<link>http://www.c3dl.org/index.php/c3dl-dev/the-matrix-stack/</link>
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