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	<title>Comments on: I&#8217;m officially confused&#8230;(FIXED)</title>
	<atom:link href="http://www.71squared.com/2010/06/im_officially_confused/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.71squared.com/2010/06/im_officially_confused/</link>
	<description>iPhone Game Development - Web Development</description>
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		<title>By: mike</title>
		<link>http://www.71squared.com/2010/06/im_officially_confused/comment-page-2/#comment-3621</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Mon, 21 Jun 2010 13:13:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1349#comment-3621</guid>
		<description>@Neogene, LOL, very good ;o)</description>
		<content:encoded><![CDATA[<p>@Neogene, LOL, very good ;o)</p>
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	<item>
		<title>By: Neogene</title>
		<link>http://www.71squared.com/2010/06/im_officially_confused/comment-page-2/#comment-3619</link>
		<dc:creator>Neogene</dc:creator>
		<pubDate>Mon, 21 Jun 2010 06:43:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1349#comment-3619</guid>
		<description>&quot;THIS IS MADNESS&quot;?

&quot;THIS IS SPARTA&quot;!!!</description>
		<content:encoded><![CDATA[<p>&#8220;THIS IS MADNESS&#8221;?</p>
<p>&#8220;THIS IS SPARTA&#8221;!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2010/06/im_officially_confused/comment-page-1/#comment-3618</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Mon, 21 Jun 2010 06:14:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1349#comment-3618</guid>
		<description>I&#039;ve added an update 2 that describes why changing the order of the glTexCoord and glVertex commands is important.

@Kurt, I agree and count not rest until I understood why this was important. The update should put some light on the reason :o)

Mike</description>
		<content:encoded><![CDATA[<p>I&#8217;ve added an update 2 that describes why changing the order of the glTexCoord and glVertex commands is important.</p>
<p>@Kurt, I agree and count not rest until I understood why this was important. The update should put some light on the reason :o)</p>
<p>Mike</p>
]]></content:encoded>
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	<item>
		<title>By: nexus6</title>
		<link>http://www.71squared.com/2010/06/im_officially_confused/comment-page-1/#comment-3616</link>
		<dc:creator>nexus6</dc:creator>
		<pubDate>Sun, 20 Jun 2010 22:11:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1349#comment-3616</guid>
		<description>wow! who would of thought a statement reversal would cause all of that!!</description>
		<content:encoded><![CDATA[<p>wow! who would of thought a statement reversal would cause all of that!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kurt</title>
		<link>http://www.71squared.com/2010/06/im_officially_confused/comment-page-1/#comment-3615</link>
		<dc:creator>Kurt</dc:creator>
		<pubDate>Sun, 20 Jun 2010 22:00:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1349#comment-3615</guid>
		<description>Mike,

Could you do all of us newbies a favor and explain why the solution is to reverse the statements?

I would guess that the problem had to do with the fact that OpenGL is a state machine and reversing the order of the statements fixed it because of some state that gets changed in one of them.  Yet, you said that you&#039;ve seen the code written in the &quot;broken&quot; way in the past.  So what makes it &quot;broken&quot; in your situation, as opposed to others?

I&#039;ve always found that the most frustrating problems I&#039;ve encountered have also turned out to the some of the best teaching situations.

Thanks,
-Kurt</description>
		<content:encoded><![CDATA[<p>Mike,</p>
<p>Could you do all of us newbies a favor and explain why the solution is to reverse the statements?</p>
<p>I would guess that the problem had to do with the fact that OpenGL is a state machine and reversing the order of the statements fixed it because of some state that gets changed in one of them.  Yet, you said that you&#8217;ve seen the code written in the &#8220;broken&#8221; way in the past.  So what makes it &#8220;broken&#8221; in your situation, as opposed to others?</p>
<p>I&#8217;ve always found that the most frustrating problems I&#8217;ve encountered have also turned out to the some of the best teaching situations.</p>
<p>Thanks,<br />
-Kurt</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2010/06/im_officially_confused/comment-page-1/#comment-3614</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Sun, 20 Jun 2010 20:44:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1349#comment-3614</guid>
		<description>I&#039;ve made an update to the post as it is now working. Check out the update for the solution.

Mike</description>
		<content:encoded><![CDATA[<p>I&#8217;ve made an update to the post as it is now working. Check out the update for the solution.</p>
<p>Mike</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2010/06/im_officially_confused/comment-page-1/#comment-3613</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Sun, 20 Jun 2010 20:30:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1349#comment-3613</guid>
		<description>Nope, just 2D as this is using a ported version of my particle emitter class from the iPhone.</description>
		<content:encoded><![CDATA[<p>Nope, just 2D as this is using a ported version of my particle emitter class from the iPhone.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: nexus6</title>
		<link>http://www.71squared.com/2010/06/im_officially_confused/comment-page-1/#comment-3612</link>
		<dc:creator>nexus6</dc:creator>
		<pubDate>Sun, 20 Jun 2010 20:29:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1349#comment-3612</guid>
		<description>Mike,
is this 2D or 3D?
 if 3d, i Don&#039;t see GL_TEXTURE_3D enable being called</description>
		<content:encoded><![CDATA[<p>Mike,<br />
is this 2D or 3D?<br />
 if 3d, i Don&#8217;t see GL_TEXTURE_3D enable being called</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2010/06/im_officially_confused/comment-page-1/#comment-3611</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Sun, 20 Jun 2010 20:13:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1349#comment-3611</guid>
		<description>Ah, my bad, I should have said that this is the code in Particle Designer on the desktop under OS X :o)

Mike</description>
		<content:encoded><![CDATA[<p>Ah, my bad, I should have said that this is the code in Particle Designer on the desktop under OS X :o)</p>
<p>Mike</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: nexus6</title>
		<link>http://www.71squared.com/2010/06/im_officially_confused/comment-page-1/#comment-3610</link>
		<dc:creator>nexus6</dc:creator>
		<pubDate>Sun, 20 Jun 2010 20:12:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1349#comment-3610</guid>
		<description>Hi Mike,

I might be wrong but I thought openGL ES didn&#039;t
support glBegin/glEnd.</description>
		<content:encoded><![CDATA[<p>Hi Mike,</p>
<p>I might be wrong but I thought openGL ES didn&#8217;t<br />
support glBegin/glEnd.</p>
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