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	<title>Comments for wh1t3&#039;s</title>
	<atom:link href="http://wh1t3s.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://wh1t3s.com</link>
	<description>applications, ideas, technology, solutions</description>
	<lastBuildDate>Wed, 11 Apr 2012 20:21:26 +0000</lastBuildDate>
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		<title>Comment on Reading BeagleBoard User Button (or any GPIO) by Tim B</title>
		<link>http://wh1t3s.com/2009/05/14/reading-beagleboard-gpio/comment-page-1/#comment-477</link>
		<dc:creator>Tim B</dc:creator>
		<pubDate>Wed, 11 Apr 2012 20:21:26 +0000</pubDate>
		<guid isPermaLink="false">http://wh1t3s.com/?p=230#comment-477</guid>
		<description><![CDATA[I have just got this working with a BB-xM release C. Even though the manual says it should be GPIO 7, GPIO 4 works. 
The BeagleBoard community is not the easiest to understand, they probably dont want to be understood by the likes of us. Now I want to get the LED example from MAKER working, then I will be a touch happier...]]></description>
		<content:encoded><![CDATA[<p>I have just got this working with a BB-xM release C. Even though the manual says it should be GPIO 7, GPIO 4 works.<br />
The BeagleBoard community is not the easiest to understand, they probably dont want to be understood by the likes of us. Now I want to get the LED example from MAKER working, then I will be a touch happier&#8230;</p>
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	<item>
		<title>Comment on BeagleBoard as USB Mass Storage Device via USB OTG by sanjy</title>
		<link>http://wh1t3s.com/2009/05/11/beagleboard-as-usb-mass-storage-device-via-usb-otg/comment-page-1/#comment-410</link>
		<dc:creator>sanjy</dc:creator>
		<pubDate>Tue, 13 Sep 2011 18:18:16 +0000</pubDate>
		<guid isPermaLink="false">http://wh1t3s.com/?p=157#comment-410</guid>
		<description><![CDATA[does any body know how to expose beagleboard as USB device to windows host?
I see that people did that in past but struggled to get it working.
Can anybody let me know if somebody successfully achieved that? I&#039;m also trying to do same thing.]]></description>
		<content:encoded><![CDATA[<p>does any body know how to expose beagleboard as USB device to windows host?<br />
I see that people did that in past but struggled to get it working.<br />
Can anybody let me know if somebody successfully achieved that? I&#8217;m also trying to do same thing.</p>
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	</item>
	<item>
		<title>Comment on iPhone Utility App with EAGLView on Flipside by meghal jani</title>
		<link>http://wh1t3s.com/2010/05/27/iphone-utility-app-with-eaglview-on-flipside/comment-page-1/#comment-395</link>
		<dc:creator>meghal jani</dc:creator>
		<pubDate>Fri, 03 Jun 2011 02:28:07 +0000</pubDate>
		<guid isPermaLink="false">http://wh1t3s.com/?p=498#comment-395</guid>
		<description><![CDATA[I did not quite get step #4. How did you do &quot;In the FlipsideView.xib file change View to be type EAGLView&quot; ?]]></description>
		<content:encoded><![CDATA[<p>I did not quite get step #4. How did you do &#8220;In the FlipsideView.xib file change View to be type EAGLView&#8221; ?</p>
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	<item>
		<title>Comment on iPhone Utility App with EAGLView on Flipside by rbw</title>
		<link>http://wh1t3s.com/2010/05/27/iphone-utility-app-with-eaglview-on-flipside/comment-page-1/#comment-393</link>
		<dc:creator>rbw</dc:creator>
		<pubDate>Fri, 20 May 2011 00:53:59 +0000</pubDate>
		<guid isPermaLink="false">http://wh1t3s.com/?p=498#comment-393</guid>
		<description><![CDATA[Unfortunately the app and XCode project this post was based on no longer exist.  When I took a different approach to what I was working on I deleted them.]]></description>
		<content:encoded><![CDATA[<p>Unfortunately the app and XCode project this post was based on no longer exist.  When I took a different approach to what I was working on I deleted them.</p>
]]></content:encoded>
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		<title>Comment on iPhone Utility App with EAGLView on Flipside by meghal</title>
		<link>http://wh1t3s.com/2010/05/27/iphone-utility-app-with-eaglview-on-flipside/comment-page-1/#comment-392</link>
		<dc:creator>meghal</dc:creator>
		<pubDate>Wed, 18 May 2011 07:50:17 +0000</pubDate>
		<guid isPermaLink="false">http://wh1t3s.com/?p=498#comment-392</guid>
		<description><![CDATA[Can you put this app for download?]]></description>
		<content:encoded><![CDATA[<p>Can you put this app for download?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on A New App &#8212; Four³ by Victor Yew</title>
		<link>http://wh1t3s.com/2010/08/15/new-app-four-cubed/comment-page-1/#comment-391</link>
		<dc:creator>Victor Yew</dc:creator>
		<pubDate>Thu, 12 May 2011 07:20:19 +0000</pubDate>
		<guid isPermaLink="false">http://wh1t3s.com/?p=636#comment-391</guid>
		<description><![CDATA[Thanks for the reply. I do notice your intention of using the Clamp function to limit the zooming and that&#039;s what i want too! However, the zooming goes as far as the target.position and it stucks there. 

The main problem now is I can zoom in BUT not zooming out. Whenever I open the fingers, the camera zooms in perfectly, but when I close the fingers, it zooms in as well! It just doesn&#039;t zoom out. I&#039;ve got the feeling I am almost there.

Is there anything to do with the Translate function? I tried insert a &quot;-&quot; in front of the zoomDist, it still stays the same. Thanks for your help.

P.S. I did play around with the minDist and maxDist value, it seems that they just affect the speed of the zooming and doesn&#039;t limit the position of the camera.]]></description>
		<content:encoded><![CDATA[<p>Thanks for the reply. I do notice your intention of using the Clamp function to limit the zooming and that&#8217;s what i want too! However, the zooming goes as far as the target.position and it stucks there. </p>
<p>The main problem now is I can zoom in BUT not zooming out. Whenever I open the fingers, the camera zooms in perfectly, but when I close the fingers, it zooms in as well! It just doesn&#8217;t zoom out. I&#8217;ve got the feeling I am almost there.</p>
<p>Is there anything to do with the Translate function? I tried insert a &#8220;-&#8221; in front of the zoomDist, it still stays the same. Thanks for your help.</p>
<p>P.S. I did play around with the minDist and maxDist value, it seems that they just affect the speed of the zooming and doesn&#8217;t limit the position of the camera.</p>
]]></content:encoded>
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		<title>Comment on A New App &#8212; Four³ by rbw</title>
		<link>http://wh1t3s.com/2010/08/15/new-app-four-cubed/comment-page-1/#comment-390</link>
		<dc:creator>rbw</dc:creator>
		<pubDate>Thu, 12 May 2011 02:17:51 +0000</pubDate>
		<guid isPermaLink="false">http://wh1t3s.com/?p=636#comment-390</guid>
		<description><![CDATA[Your interpretation of the clamp() function was wrong.  I used this to limit the position of the camera in order to keep the user from zooming in to far, in which case they&#039;d be inside the game cube, or too far out in which case the the game cube would be too small.  Both cases would result in the user being unable to play the game.

To be honest, I am about a year removed from this code and I currently do not have the time to refresh my Unity scripting skills.  Unfortunately, I really don&#039;t have much to offer in the way of advice.

I did notice, however, your minDist is zero. I always had a min distance greater than zero.

Good luck with your project.]]></description>
		<content:encoded><![CDATA[<p>Your interpretation of the clamp() function was wrong.  I used this to limit the position of the camera in order to keep the user from zooming in to far, in which case they&#8217;d be inside the game cube, or too far out in which case the the game cube would be too small.  Both cases would result in the user being unable to play the game.</p>
<p>To be honest, I am about a year removed from this code and I currently do not have the time to refresh my Unity scripting skills.  Unfortunately, I really don&#8217;t have much to offer in the way of advice.</p>
<p>I did notice, however, your minDist is zero. I always had a min distance greater than zero.</p>
<p>Good luck with your project.</p>
]]></content:encoded>
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	<item>
		<title>Comment on A New App &#8212; Four³ by Victor Yew</title>
		<link>http://wh1t3s.com/2010/08/15/new-app-four-cubed/comment-page-1/#comment-389</link>
		<dc:creator>Victor Yew</dc:creator>
		<pubDate>Wed, 11 May 2011 10:04:22 +0000</pubDate>
		<guid isPermaLink="false">http://wh1t3s.com/?p=636#comment-389</guid>
		<description><![CDATA[Hi there,

It&#039;s good for someone like you to share your ideas in unity as shown in Four³. I really appreciate that especially there is the whole example javascript shown there.

However, I have encountered some problems when trying to apply your sample script at my end. I am trying to zoom the main camera in and out within a specify distance BUT all I can do is just zoom the camera in and cannot zoom it out. AND, it seems that the line &quot;slide = Mathf.Clamp(mag + slide, minDist, maxDist);&quot; is used to adjust the speed of the zooming and not the distance constraints.

Here is my code:

[CODE]
private var pinch:boolean;
static var touch:Touch;
private var touch2:Touch;
private var curDist:Vector2;
private var prevDist:Vector2;
private var actualDist:float;
private var moveFactor:float;
private var mag:float;
private var maxDist:float;
private var minDist:float;
private var zoomDist:Vector3;
var target:Transform;

function Start() {
	resetGamePlay();	
	}

function resetGamePlay() {

	pinch = false;
	zoomDist = Vector3.zero;
	minDist = 0;
	maxDist = 10;
	moveFactor = 0.05;

	transform.LookAt(target);
	}


function FixedUpdate(){

if(Input.touchCount == 2){
pinch = false;
touch = Input.GetTouch(0);
touch2 = Input.GetTouch(1);
zoomDist = Vector3.zero;

if(touch.phase == TouchPhase.Moved &amp;&amp; touch2.phase == TouchPhase.Moved){

curDist = touch.position - touch2.position;
prevDist = (touch.position - touch.deltaPosition) - (touch2.position - touch2.deltaPosition);
actualDist = moveFactor * (prevDist.magnitude - curDist.magnitude);
mag = transform.position.magnitude;
actualDist = Mathf.Clamp(mag + actualDist, minDist, maxDist);
zoomDist = Vector3.forward * actualDist;

pinch = true;
}
}
}

function Update(){

if(pinch){
transform.Translate (zoomDist);
transform.LookAt(target);
pinch = false;
}
}
[/CODE]

I am looking forward to your reply and really appreciate it if you can show me a correct way. Thank you in advance.


Best regards,
Victor Yew]]></description>
		<content:encoded><![CDATA[<p>Hi there,</p>
<p>It&#8217;s good for someone like you to share your ideas in unity as shown in Four³. I really appreciate that especially there is the whole example javascript shown there.</p>
<p>However, I have encountered some problems when trying to apply your sample script at my end. I am trying to zoom the main camera in and out within a specify distance BUT all I can do is just zoom the camera in and cannot zoom it out. AND, it seems that the line &#8220;slide = Mathf.Clamp(mag + slide, minDist, maxDist);&#8221; is used to adjust the speed of the zooming and not the distance constraints.</p>
<p>Here is my code:</p>
<p>[CODE]<br />
private var pinch:boolean;<br />
static var touch:Touch;<br />
private var touch2:Touch;<br />
private var curDist:Vector2;<br />
private var prevDist:Vector2;<br />
private var actualDist:float;<br />
private var moveFactor:float;<br />
private var mag:float;<br />
private var maxDist:float;<br />
private var minDist:float;<br />
private var zoomDist:Vector3;<br />
var target:Transform;</p>
<p>function Start() {<br />
	resetGamePlay();<br />
	}</p>
<p>function resetGamePlay() {</p>
<p>	pinch = false;<br />
	zoomDist = Vector3.zero;<br />
	minDist = 0;<br />
	maxDist = 10;<br />
	moveFactor = 0.05;</p>
<p>	transform.LookAt(target);<br />
	}</p>
<p>function FixedUpdate(){</p>
<p>if(Input.touchCount == 2){<br />
pinch = false;<br />
touch = Input.GetTouch(0);<br />
touch2 = Input.GetTouch(1);<br />
zoomDist = Vector3.zero;</p>
<p>if(touch.phase == TouchPhase.Moved &amp;&amp; touch2.phase == TouchPhase.Moved){</p>
<p>curDist = touch.position &#8211; touch2.position;<br />
prevDist = (touch.position &#8211; touch.deltaPosition) &#8211; (touch2.position &#8211; touch2.deltaPosition);<br />
actualDist = moveFactor * (prevDist.magnitude &#8211; curDist.magnitude);<br />
mag = transform.position.magnitude;<br />
actualDist = Mathf.Clamp(mag + actualDist, minDist, maxDist);<br />
zoomDist = Vector3.forward * actualDist;</p>
<p>pinch = true;<br />
}<br />
}<br />
}</p>
<p>function Update(){</p>
<p>if(pinch){<br />
transform.Translate (zoomDist);<br />
transform.LookAt(target);<br />
pinch = false;<br />
}<br />
}<br />
[/CODE]</p>
<p>I am looking forward to your reply and really appreciate it if you can show me a correct way. Thank you in advance.</p>
<p>Best regards,<br />
Victor Yew</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on iPhone Utility App with EAGLView on Flipside by rbw</title>
		<link>http://wh1t3s.com/2010/05/27/iphone-utility-app-with-eaglview-on-flipside/comment-page-1/#comment-388</link>
		<dc:creator>rbw</dc:creator>
		<pubDate>Tue, 29 Mar 2011 21:18:31 +0000</pubDate>
		<guid isPermaLink="false">http://wh1t3s.com/?p=498#comment-388</guid>
		<description><![CDATA[I can only refer you to the Apple Developer resources.  The examples I based my code on are available under the iOS Developer Library at developer.apple.com.

Best of luck.

Bob]]></description>
		<content:encoded><![CDATA[<p>I can only refer you to the Apple Developer resources.  The examples I based my code on are available under the iOS Developer Library at developer.apple.com.</p>
<p>Best of luck.</p>
<p>Bob</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on iPhone Utility App with EAGLView on Flipside by kaushik</title>
		<link>http://wh1t3s.com/2010/05/27/iphone-utility-app-with-eaglview-on-flipside/comment-page-1/#comment-387</link>
		<dc:creator>kaushik</dc:creator>
		<pubDate>Tue, 29 Mar 2011 06:51:52 +0000</pubDate>
		<guid isPermaLink="false">http://wh1t3s.com/?p=498#comment-387</guid>
		<description><![CDATA[Hi,
Iam new to the iphone applications.Iam from electronics background.Could u please differentiate between main view,flip side view and root view and also the controllers associated with those views.
could u help me in this regard]]></description>
		<content:encoded><![CDATA[<p>Hi,<br />
Iam new to the iphone applications.Iam from electronics background.Could u please differentiate between main view,flip side view and root view and also the controllers associated with those views.<br />
could u help me in this regard</p>
]]></content:encoded>
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