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		<title>Sparrow Forum &#187; Recent Posts</title>
		<link>http://forum.sparrow-framework.org/</link>
		<description>The Sparrow Framework Community</description>
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		<pubDate>Thu, 23 Feb 2012 06:11:31 +0000</pubDate>
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		<item>
			<title>enbr on "Sparrow License Change"</title>
			<link>http://forum.sparrow-framework.org/topic/sparrow-license-change#post-12026</link>
			<pubDate>Thu, 23 Feb 2012 00:38:32 +0000</pubDate>
			<dc:creator>enbr</dc:creator>
			<guid isPermaLink="false">12026@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;I noticed a recent change on Github to the Sparrow license. The modified condition 3 now says this.&#60;/p&#62;
&#60;p&#62;3. Redistributions in binary form via an online application distribution system (like the Apple App Store) that inhibit execution of condition 2 must include a text equivalent to the following in the app description: &#34;Powered by the Sparrow Framework&#34;. The content of the following disclaimer is still in effect.&#60;/p&#62;
&#60;p&#62;Basically, #2 just says that the legal notice must be incorporated in all distributions.&#60;br /&#62;
To clarify, does this mean that any apps using Sparrow must say this in the App Store description from now on? Or can the notice be in app? I prefer to put mine in my app's about section. I have no problem supporting the Sparrow Framework, but I would like to be clear about how I need to do this.&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Brian
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jugibur on "Adjust hue of a texture"</title>
			<link>http://forum.sparrow-framework.org/topic/adjust-hue-of-a-texture#post-12025</link>
			<pubDate>Wed, 22 Feb 2012 21:50:43 +0000</pubDate>
			<dc:creator>Jugibur</dc:creator>
			<guid isPermaLink="false">12025@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;&#34;Thanks&#34; from me too Scott for your effort! Very nice for some effects...
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Shilo on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12024</link>
			<pubDate>Wed, 22 Feb 2012 21:41:36 +0000</pubDate>
			<dc:creator>Shilo</dc:creator>
			<guid isPermaLink="false">12024@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;I wasn't aware that my extension had this issue. I won't have time to fix it. Thank you all for helping him out.  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>niksan on "SXParticleSystem"</title>
			<link>http://forum.sparrow-framework.org/topic/sxparticlesystem#post-12023</link>
			<pubDate>Wed, 22 Feb 2012 21:34:48 +0000</pubDate>
			<dc:creator>niksan</dc:creator>
			<guid isPermaLink="false">12023@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Are there any guidelines to using this at all?&#60;/p&#62;
&#60;p&#62;I'm currently using it but have an issue with one of my particles in that when it starts it will stall my game for ~200ms, now I'm unsure if this is down to an initial setup phase or it's drawing too much, the max particle is only set to 98.&#60;/p&#62;
&#60;p&#62;If I change max particles to about 15 everything is OK.&#60;/p&#62;
&#60;p&#62;I must admit I'm calling particleSystemWithContentsOfFile every time I fire one off, but I'm wondering where the general bottle neck would be, or is there just a general best practice guide I can read.&#60;/p&#62;
&#60;p&#62;Thanks.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>niksan on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12022</link>
			<pubDate>Wed, 22 Feb 2012 21:23:39 +0000</pubDate>
			<dc:creator>niksan</dc:creator>
			<guid isPermaLink="false">12022@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;No worries, glad you got it sorted in the end.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TTStu on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12021</link>
			<pubDate>Wed, 22 Feb 2012 16:52:22 +0000</pubDate>
			<dc:creator>TTStu</dc:creator>
			<guid isPermaLink="false">12021@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;It's OK I got transparency to work by making the following change to this line:&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;objc&#34; style=&#34;font-family:monospace;&#34;&#62;CGBitmapInfo bitmapInfo &#60;span style=&#34;color: #002200;&#34;&#62;=&#60;/span&#62; kCGImageAlphaLast&#124;kCGBitmapByteOrderDefault;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;Hooray  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TTStu on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12020</link>
			<pubDate>Wed, 22 Feb 2012 16:37:34 +0000</pubDate>
			<dc:creator>TTStu</dc:creator>
			<guid isPermaLink="false">12020@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Woohoo, thanks Daniel I used the code you linked to and got it working properly (almost lol - see below).&#60;/p&#62;
&#60;p&#62;And Niksan, thanks a lot for all your input, I appreciate it  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;Now, I said I got it working with SPRenderTexture+RenderToImage ... but ... transparency doesn't work!&#60;/p&#62;
&#60;p&#62;I tried just creating a blank SPRenderTexture and setting the ARGB values but that doesn't work either.&#60;/p&#62;
&#60;p&#62;Something in the creation of the UIImage is causing the image to be fully opaque.&#60;/p&#62;
&#60;p&#62;Any ideas how I can modify it to make transparency work please?&#60;/p&#62;
&#60;p&#62;The link again:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://wiki.sparrow-framework.org/tutorials/rendering_objects_into_a_uiimage&#34; rel=&#34;nofollow&#34;&#62;http://wiki.sparrow-framework.org/tutorials/rendering_objects_into_a_uiimage&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Cheers  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TTStu on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12019</link>
			<pubDate>Wed, 22 Feb 2012 14:48:02 +0000</pubDate>
			<dc:creator>TTStu</dc:creator>
			<guid isPermaLink="false">12019@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;@Niksan yes it does still do the same thing if I do that (using the same SPImage)... and yeah, I was thinking about the render nativeview stuff... haven't a clue on how to debug that one though!)&#60;/p&#62;
&#60;p&#62;So thanks for looking...&#60;/p&#62;
&#60;p&#62;@Daniel I will take a look at that asap! Cheers
&#60;/p&#62;</description>
		</item>
		<item>
			<title>niksan on "Texel to pixel mapping."</title>
			<link>http://forum.sparrow-framework.org/topic/texel-to-pixel-mapping#post-12018</link>
			<pubDate>Wed, 22 Feb 2012 14:45:37 +0000</pubDate>
			<dc:creator>niksan</dc:creator>
			<guid isPermaLink="false">12018@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;&#60;a href=&#34;http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/&#34; rel=&#34;nofollow&#34;&#62;http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;That's one of the better explanations on the subject, it's worth noting this is only an issue with platforms that have the centre texel issue.&#60;/p&#62;
&#60;p&#62;There's no downsides to the fix, there are many depending on how you get around the fix.&#60;/p&#62;
&#60;p&#62;1) Use transparent borders to avoid introducing neighboring texels, if you don't have pre-multiplied alpha you're likely to get dirty edges, where the interpolate goes from white -&#38;gt; black but it also interpolates the alpha, more noticable on scaled textures.&#60;/p&#62;
&#60;p&#62;2) Adjusting vertex positions to compensate for the half texel causes nasty artefacts when moving sub pixel level.&#60;/p&#62;
&#60;p&#62;There are some other cases where I've seen textures look like they crop as the vertex is bounding to a pixel.&#60;/p&#62;
&#60;p&#62;And obviously with all these you're going to get interpolation happening because neither of them are mapping.&#60;/p&#62;
&#60;p&#62;On the plus side, the easiest fix is to pinch the uv's, I've not hit any problems with this so far, and if you google 'half texel' it's pretty much what people do, it's just a bit bonkers you have to search to find what the problem is caused by.&#60;/p&#62;
&#60;p&#62;The fix I use, it might translate well to Sparrow from what I was seeing hooking my font's up, you do a x/texture_width y/texture_height etc, so you have the normalized texture coordinations you need to pinch by half a texel 0.5/texture_width  0.5/texture_height so it matches that image in my first post. Remember all four corners need to be pinched inwards.&#60;/p&#62;
&#60;p&#62;TBH, you probably never even notice on retina displays, you can only just see artefacts when you don't have borders.&#60;/p&#62;
&#60;p&#62;But you should notice a difference in sharpness for full screen images and the like.&#60;/p&#62;
&#60;p&#62;Hope some of that helps.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>niksan on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12017</link>
			<pubDate>Wed, 22 Feb 2012 14:22:04 +0000</pubDate>
			<dc:creator>niksan</dc:creator>
			<guid isPermaLink="false">12017@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Sorry, just to add, if you try getting the UIImage from the same SPImage and it does the same thing, it might have something to do with the call to [self render:nativeView.renderSupport]; depending on what that does internally with matrices, states and what not it might be a cause as I guess the render calls normally go through a top tier wrapper that deals with all that. (all guess work of course)  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12016</link>
			<pubDate>Wed, 22 Feb 2012 14:17:09 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">12016@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;I don't want to push you away from Shilo's class, but alternatively you could try this approach:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://wiki.sparrow-framework.org/tutorials/rendering_objects_into_a_uiimage&#34; rel=&#34;nofollow&#34;&#62;http://wiki.sparrow-framework.org/tutorials/rendering_objects_into_a_uiimage&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "Sparrow vs Starling"</title>
			<link>http://forum.sparrow-framework.org/topic/sparrow-vs-starling#post-12015</link>
			<pubDate>Wed, 22 Feb 2012 14:13:33 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">12015@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Thanks Jon, I couldn't have summarized it better!&#60;/p&#62;
&#60;p&#62;The good news is, whichever you choose, it will be very fast to port it from one system to the other, because the APIs are so similar (and will become even more so with Sparrow 2.0).
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "Adjust hue of a texture"</title>
			<link>http://forum.sparrow-framework.org/topic/adjust-hue-of-a-texture#post-12014</link>
			<pubDate>Wed, 22 Feb 2012 14:08:44 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">12014@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;That's awesome, Scott! Thanks for taking the time to write the tutorial and sharing the code. That will be useful for many developers (myself included)! =)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "Cutlass Cove Gameplay Preview"</title>
			<link>http://forum.sparrow-framework.org/topic/cutlass-cove-gameplay-preview#post-12013</link>
			<pubDate>Wed, 22 Feb 2012 14:03:30 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">12013@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Wow, that looks great, Paul! Congratulations! I'm looking forward to trying out the release version! =)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "Texel to pixel mapping."</title>
			<link>http://forum.sparrow-framework.org/topic/texel-to-pixel-mapping#post-12012</link>
			<pubDate>Wed, 22 Feb 2012 14:02:54 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">12012@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;BTW, do you happen to have more information on that topic? Some background information of the up- and downsides of each approach?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "Texel to pixel mapping."</title>
			<link>http://forum.sparrow-framework.org/topic/texel-to-pixel-mapping#post-12011</link>
			<pubDate>Wed, 22 Feb 2012 14:02:01 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">12011@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Currently, the points are treated like vertex points; but I'll look into it, perhaps it makes sense to change that.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "Thread safety of Events"</title>
			<link>http://forum.sparrow-framework.org/topic/thread-safety-of-messages#post-12010</link>
			<pubDate>Wed, 22 Feb 2012 14:00:16 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">12010@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;You'll have to find out if the event you're getting from ASIHTTPRequest is in the same thread as the method you're using to start it up. I suppose so, though.&#60;/p&#62;
&#60;p&#62;Sparrow is not thread safe, that means you have to make sure everything is happening in the same thread -- as you correctly assumed!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TTStu on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12009</link>
			<pubDate>Wed, 22 Feb 2012 13:59:33 +0000</pubDate>
			<dc:creator>TTStu</dc:creator>
			<guid isPermaLink="false">12009@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Thanks for the suggestions, yeah I've been NSLogging all over the place, things like int width = self.width*contentScaleFactor; as you suggested... all seems normal (the NSLogs give the same values for each variable)... grrr weird
&#60;/p&#62;</description>
		</item>
		<item>
			<title>niksan on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12008</link>
			<pubDate>Wed, 22 Feb 2012 13:53:47 +0000</pubDate>
			<dc:creator>niksan</dc:creator>
			<guid isPermaLink="false">12008@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Ignore that last bit as I missed it creating its own context.&#60;/p&#62;
&#60;p&#62;What happens if you do.&#60;/p&#62;
&#60;p&#62;UIImage *image1 = [mySPImage1 UIImage];&#60;br /&#62;
UIImage *image2 = [mySPImage1 UIImage];&#60;/p&#62;
&#60;p&#62;?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>niksan on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12007</link>
			<pubDate>Wed, 22 Feb 2012 13:52:05 +0000</pubDate>
			<dc:creator>niksan</dc:creator>
			<guid isPermaLink="false">12007@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Have you tried putting a breakpoint in - (UIImage *)UIImageWithBackgroundColor:(uint)backgroundColor fullSize:(BOOL)fullSize to see what's happening? As in looking at buffer to see what's in there is what's expected? Hard to tell with no screenshots or anything, not at my Mac at the moment to test for you either.&#60;/p&#62;
&#60;p&#62;Make sure     int width = self.width*contentScaleFactor; int height = self.height*contentScaleFactor; are what you expect also.&#60;/p&#62;
&#60;p&#62;I can't see anything wrong with that code unless the CG is some oddball state.&#60;/p&#62;
&#60;p&#62;So it might be worth trying CGContextSaveGState CGContextRestoreGState at the top / bottom of that method.&#60;/p&#62;
&#60;p&#62;Just ideas to throw at you.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TTStu on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12006</link>
			<pubDate>Wed, 22 Feb 2012 13:25:20 +0000</pubDate>
			<dc:creator>TTStu</dc:creator>
			<guid isPermaLink="false">12006@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;If I then &#34;swap around&#34; the images at a later date (eg another method fired later) then again the same thing happens except the full size image is the first image I manually swap out (and not necessarily the order in the above post) and THEN any suqsequent images are scaled...&#60;/p&#62;
&#60;p&#62;I should add that both the SPImage and UIImage are reporting the correct dimensions (all the same) but the contents are scaled... somewhere in the extension before the actual UIImages are created... it's like they are shrunk and then &#34;padded out&#34; with a single color so the returned image is the correct size...
&#60;/p&#62;</description>
		</item>
		<item>
			<title>niksan on "Blurry / jagged images"</title>
			<link>http://forum.sparrow-framework.org/topic/blurry-jagged-images#post-12005</link>
			<pubDate>Wed, 22 Feb 2012 11:44:27 +0000</pubDate>
			<dc:creator>niksan</dc:creator>
			<guid isPermaLink="false">12005@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;You will always get some form of blur regardless, and it relates to a previous post I made&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://forum.sparrow-framework.org/topic/texel-to-pixel-mapping&#34; rel=&#34;nofollow&#34;&#62;http://forum.sparrow-framework.org/topic/texel-to-pixel-mapping&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;This is a common problem and not just with Sparrow, it's easily fixable, when I have time I'll write a test rig highlighting the problem and the fix and post it up here (well in my thread).&#60;/p&#62;
&#60;p&#62;I've seen numerous workarounds to the problem and all have their own problems, the only one that has the better results is having a transparent border and pre-multiplied alpha, otherwise you'll get dirty edges.&#60;/p&#62;
&#60;p&#62;Essentially, even having to have a border, any kind of hack just highlights texel mapping is wrong, so much so there's an extension which applies the fix in OpenGL and even Microsoft have changed their texel mappings in later versions of DirectX.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TTStu on "SPDisplayObject+Image Scaling Successive Images"</title>
			<link>http://forum.sparrow-framework.org/topic/spdisplayobjectimage-scaling-successive-images#post-12004</link>
			<pubDate>Wed, 22 Feb 2012 11:29:36 +0000</pubDate>
			<dc:creator>TTStu</dc:creator>
			<guid isPermaLink="false">12004@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi, I'm using Shilo's SPDisplayObject+Image to get UIImage objects out of SPImages.&#60;/p&#62;
&#60;p&#62;It gets the image and displays fine, but each subsequent image scales down a bit further.&#60;/p&#62;
&#60;p&#62;So the first UIImage I create is displayed at full size.&#60;/p&#62;
&#60;p&#62;UIImage *image1 = [mySPImage1 UIImage];&#60;/p&#62;
&#60;p&#62;The second one is scaled, it looks like it's half size.&#60;/p&#62;
&#60;p&#62;UIImage *image2 = [mySPImage2 UIImage];&#60;/p&#62;
&#60;p&#62;And so on, each time any new image appears to be scaled by half again.&#60;/p&#62;
&#60;p&#62;WTF is going on?&#60;/p&#62;
&#60;p&#62;Any ideas?&#60;/p&#62;
&#60;p&#62;I am changing nothing in the code, just calling UIImage method on different SPImages.&#60;/p&#62;
&#60;p&#62;I'm currently looking around for a solution, but any ideas are greatly appreciate  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;I tried hard coding fullSize in the extension, and also setting the scale factor to 1 but this doesn't have any effect.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Shilo on "Blurry / jagged images"</title>
			<link>http://forum.sparrow-framework.org/topic/blurry-jagged-images#post-11987</link>
			<pubDate>Wed, 22 Feb 2012 02:26:14 +0000</pubDate>
			<dc:creator>Shilo</dc:creator>
			<guid isPermaLink="false">11987@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Another cause of a blurry image/object is if the object's position is not a whole number. This forces the object to be rendered in between pixels and results in the same blurry effect as if you were to rotate an object. Since you are tweening the position, chances are most of the time, the position of the object will be a non-whole number throughout the tween.&#60;/p&#62;
&#60;p&#62;I suppose you can fix this problem by overriding the setX: and setY: methods in the object in question. Once you override the method, just force the value to be rounded (or floored) to a whole number. I use this technique for one of my projects since it is distributed on iPad and pixels on an iPad are quite noticeable.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Tanner85 on "Blurry / jagged images"</title>
			<link>http://forum.sparrow-framework.org/topic/blurry-jagged-images#post-11986</link>
			<pubDate>Wed, 22 Feb 2012 01:26:11 +0000</pubDate>
			<dc:creator>Tanner85</dc:creator>
			<guid isPermaLink="false">11986@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi Daniel,&#60;br /&#62;
i'm experiencing the same blurred image when tweening a SPMovieclip, this time without scaling or rotating (actually i'm tweening with Move to x y).&#60;/p&#62;
&#60;p&#62;Should I add the 1px transparent border to avoid this?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jon on "Sparrow vs Starling"</title>
			<link>http://forum.sparrow-framework.org/topic/sparrow-vs-starling#post-11985</link>
			<pubDate>Wed, 22 Feb 2012 01:24:14 +0000</pubDate>
			<dc:creator>Jon</dc:creator>
			<guid isPermaLink="false">11985@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;I'm actually in this position right now and am evaluating the Starling + AIR route. As background, I've got a Sparrow-based engine today and am satisfied with what it's delivered to date.&#60;/p&#62;
&#60;p&#62;From what I know here are the pros and cons from Sparrow's perspective.&#60;/p&#62;
&#60;p&#62;Pros&#60;br /&#62;
- Much better testing workflow, particularly on-device testing.&#60;br /&#62;
- Sparrow's performance is still better, but the gap has narrowed.&#60;br /&#62;
- Easier to hook in native APIs, but you can do this with AIR.&#60;br /&#62;
- More developed community and extensions. Starling is still a young project, and the mobile story for it has yet to play out because Stage3D for mobile didn't exist until recently.&#60;/p&#62;
&#60;p&#62;Cons&#60;br /&#62;
- iOS only&#60;br /&#62;
- Xcode is a pain to work with, and it's your only choice&#60;br /&#62;
- Objective-C is tougher to work with than AS3&#60;/p&#62;
&#60;p&#62;My take is this - if your primary market is iOS, stick with Sparrow for now. If you're very interested in Android or need a way to export to all the major platforms, I'd take a serious look at Starling and see if it fits your needs (you need to get into the private beta to see Stage3D mobile export, though).
&#60;/p&#62;</description>
		</item>
		<item>
			<title>enbr on "Ui elements and Sparrow"</title>
			<link>http://forum.sparrow-framework.org/topic/ui-elements-and-sparrow#post-11984</link>
			<pubDate>Wed, 22 Feb 2012 00:35:59 +0000</pubDate>
			<dc:creator>enbr</dc:creator>
			<guid isPermaLink="false">11984@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;In the sprite's init method, add the textfield to [SPStage mainStage].nativeView. Use a method called from the AppDelegate to make sure it is attached. Then listen for SP_EVENT_TYPE_REMOVED in the sprite to remove the text field. Here is a quick sample project to show what I mean.&#60;br /&#62;
&#60;a href=&#34;http://cl.ly/02053e3n3d2H3O1C1029&#34; rel=&#34;nofollow&#34;&#62;http://cl.ly/02053e3n3d2H3O1C1029&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Hope that's helpful,&#60;br /&#62;
Brian
&#60;/p&#62;</description>
		</item>
		<item>
			<title>cowgp on "Adjust hue of a texture"</title>
			<link>http://forum.sparrow-framework.org/topic/adjust-hue-of-a-texture#post-11983</link>
			<pubDate>Tue, 21 Feb 2012 23:55:25 +0000</pubDate>
			<dc:creator>cowgp</dc:creator>
			<guid isPermaLink="false">11983@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Happy to provide the code.  Been meaning to do it for a while now, so thanks for the *push*  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_wink.gif&#38;quot; title=&#38;quot;;)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;Source for the specific class and a brief tutorial for it are posted here:&#60;br /&#62;
&#60;a href=&#34;http://uncorkedstudios.com/2012/02/21/hue-shifting-in-sparrow/&#34; rel=&#34;nofollow&#34;&#62;http://uncorkedstudios.com/2012/02/21/hue-shifting-in-sparrow/&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;If any of it doesn't make sense, just let me know.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>TrahDivad on "Sparrow vs Starling"</title>
			<link>http://forum.sparrow-framework.org/topic/sparrow-vs-starling#post-11982</link>
			<pubDate>Tue, 21 Feb 2012 18:16:13 +0000</pubDate>
			<dc:creator>TrahDivad</dc:creator>
			<guid isPermaLink="false">11982@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;I've just finished reading the blog post about the future of Starling and Sparrow. The part about Starling says that Adobe will soon release a new version of AIR that will allow us to write games for iOS with Starling. If that's the case, what are the pros and cons of sticking with Sparrow? Performance? What are the pros of switching to Starling? Platform independence? Anything else?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>CheekyMammoth on "Cutlass Cove Gameplay Preview"</title>
			<link>http://forum.sparrow-framework.org/topic/cutlass-cove-gameplay-preview#post-11981</link>
			<pubDate>Tue, 21 Feb 2012 17:33:29 +0000</pubDate>
			<dc:creator>CheekyMammoth</dc:creator>
			<guid isPermaLink="false">11981@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi guys,&#60;/p&#62;
&#60;p&#62;Cutlass Cove is almost out and we're excited to show you a preview of the gameplay. You can check it out at the Touch Arcade forums located here:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://forums.toucharcade.com/showthread.php?t=123355&#34; rel=&#34;nofollow&#34;&#62;http://forums.toucharcade.com/showthread.php?t=123355&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Or drop by our website:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://www.cheekymammoth.com&#34; rel=&#34;nofollow&#34;&#62;http://www.cheekymammoth.com&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;If you do have a Touch Arcade account, we'd be delighted if you want to leave feedback in that thread.&#60;/p&#62;
&#60;p&#62;Cutlass Cove is a universal App. It was made with the help of the fantastic Sparrow Framework and Box2D. Look for it in March 2012 (compatible with iPod 2G and above).&#60;/p&#62;
&#60;p&#62;PS. I usually post here as &#34;paul&#34;, but from now on I will post as CheekyMammoth.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>starenchanter on "Using Sparrow with Augmented Reality"</title>
			<link>http://forum.sparrow-framework.org/topic/using-sparrow-with-augmented-reality#post-11980</link>
			<pubDate>Tue, 21 Feb 2012 12:18:38 +0000</pubDate>
			<dc:creator>starenchanter</dc:creator>
			<guid isPermaLink="false">11980@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Hi synergie7,&#60;/p&#62;
&#60;p&#62;yes i already tried QualComm AR  and basically it works the same way String does. I used String for my first Test because their tracking results are way better than the QualComm stuff ... but of course String is veeeeery Expensive :-S
&#60;/p&#62;</description>
		</item>
		<item>
			<title>nilaf_prince on "Ui elements and Sparrow"</title>
			<link>http://forum.sparrow-framework.org/topic/ui-elements-and-sparrow#post-11979</link>
			<pubDate>Tue, 21 Feb 2012 12:08:19 +0000</pubDate>
			<dc:creator>nilaf_prince</dc:creator>
			<guid isPermaLink="false">11979@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Thanks brian and Shilo.&#60;/p&#62;
&#60;p&#62;I managed to add uitextfield but difficulty is make it appear as child of a sprite
&#60;/p&#62;</description>
		</item>
		<item>
			<title>starenchanter on "Adjust hue of a texture"</title>
			<link>http://forum.sparrow-framework.org/topic/adjust-hue-of-a-texture#post-11978</link>
			<pubDate>Tue, 21 Feb 2012 12:01:17 +0000</pubDate>
			<dc:creator>starenchanter</dc:creator>
			<guid isPermaLink="false">11978@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;*Push*&#60;br /&#62;
Yes i would be veeeery interested too in some demo code  &#38;lt;img src=&#38;quot;http://forum.sparrow-framework.org/my-plugins/bb-smilies/default/icon_wink.gif&#38;quot; title=&#38;quot;;)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>ges1983 on "Adjust hue of a texture"</title>
			<link>http://forum.sparrow-framework.org/topic/adjust-hue-of-a-texture#post-11977</link>
			<pubDate>Tue, 21 Feb 2012 10:29:59 +0000</pubDate>
			<dc:creator>ges1983</dc:creator>
			<guid isPermaLink="false">11977@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Any update on that topic ? I'm also interested in changing HSV for sparrow objects.&#60;br /&#62;
I would appreciate any help (code) for that.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>niksan on "Texel to pixel mapping."</title>
			<link>http://forum.sparrow-framework.org/topic/texel-to-pixel-mapping#post-11976</link>
			<pubDate>Mon, 20 Feb 2012 23:08:39 +0000</pubDate>
			<dc:creator>niksan</dc:creator>
			<guid isPermaLink="false">11976@http://forum.sparrow-framework.org/</guid>
			<description>&#60;p&#62;Is there a problem in the way sparrow deals with texel to pixel mappings? AFAIK sparrow treats texel points like vertex points when it should be more akin to the following.&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://ofps.oreilly.com/static/titles/9780596804824/figs/incoming/TexelCenters.png&#34; rel=&#34;nofollow&#34;&#62;http://ofps.oreilly.com/static/titles/9780596804824/figs/incoming/TexelCenters.png&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Am I wrong on this?
&#60;/p&#62;</description>
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