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	<title>V // Pixelnerve &#187; Source Code</title>
	<atom:link href="http://www.pixelnerve.com/v/tag/source-code/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.pixelnerve.com/v</link>
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		<title>GML Viscosity</title>
		<link>http://www.pixelnerve.com/v/2010/09/07/gml-viscosity/</link>
		<comments>http://www.pixelnerve.com/v/2010/09/07/gml-viscosity/#comments</comments>
		<pubDate>Tue, 07 Sep 2010 07:32:25 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[GPU]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[Works]]></category>
		<category><![CDATA[cgfx]]></category>
		<category><![CDATA[effect]]></category>
		<category><![CDATA[gml]]></category>
		<category><![CDATA[gpu]]></category>
		<category><![CDATA[graffiti]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[vitamin]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1259</guid>
		<description><![CDATA[So here it is, the application and source code for GML Viscosity. I finally took the time to clean up this project and make a public release. In the packages you will find binaries and source code for the application, so if you&#8217;re thinking of using it and come up with something nice, let me [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">So here it is, the application and source code for <strong>GML Viscosity</strong>.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2010/09/Frame_0233.jpg" rel="shadowbox[sbpost-1259];player=img;"><img class="alignnone size-medium wp-image-1280" title="Frame_0233" src="http://www.pixelnerve.com/v/wp-content/uploads/2010/09/Frame_0233-638x357.jpg" alt="" width="638" height="357" /></a></p>
<p style="text-align: justify;">I finally took the time to clean up this project and make a public release. In the packages you will find binaries and source code for the application, so if you&#8217;re thinking of using it and come up with something nice, let me know. After the first release i have fixed some problems with memory access and crashes. I have also added a simple UI for easy pick of tags from the &#8220;data/tags&#8221; folder on your hard-drive.</p>
<p><iframe src="http://player.vimeo.com/video/13550099?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0"></iframe></p>
<p style="text-align: justify;"><i>What is it?</i><strong><br />
- GML Viscosity</strong> is an experiment. It is application used to draw GML tags on a viscous liquid rendered purely on the GPU side.</p>
<p style="text-align: justify;"><i>What does it do?</i><br />
- It liquifies your tags, in a way you can hardly read them but still looks cool (thats graffiti).<br />
- It is possible to load gml files from the disk or directly from the <a title="http://000000book.com/" href="http://000000book.com/">&#8220;lots of zeros&#8221;book</a> database.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2010/09/Frame_0228.jpg" rel="shadowbox[sbpost-1259];player=img;"><img class="alignnone size-medium wp-image-1277" title="Frame_0228" src="http://www.pixelnerve.com/v/wp-content/uploads/2010/09/Frame_0228-638x357.jpg" alt="" width="638" height="357" /></a></p>
<p style="text-align: justify;"><i>How can I interact?</i><br />
- Not implemented on this version. This version selects and draw gml files randomly from the web or from a tags folder. For a smart person it should be easy to add mouse support. The code is also prepared to support multitouch so, it should be easy to implement TUIO and create your multitouch version.<br />
- Use &#8216;r&#8217; key to randomly fetch a new tag from the website and if available it will draw it on the screen.<br />
- Use the GUI window to pick any tag from the folder &#8220;tags&#8221; inside data folder.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><i>Where can i get it?</i><br />
<a title="GML Viscosity" href="http://www.pixelnerve.com/downloads/processing/GMLViscosity_win.zip" target="_blank">Windows Version</a> | <a title="GML Viscosity" href="http://www.pixelnerve.com/downloads/processing/GMLViscosity_osx.zip" target="_blank">MacOSX Version</a></p>
<p style="text-align: justify;">Have fun.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Sunflower source code</title>
		<link>http://www.pixelnerve.com/v/2009/08/27/sunflower-source-code/</link>
		<comments>http://www.pixelnerve.com/v/2009/08/27/sunflower-source-code/#comments</comments>
		<pubDate>Thu, 27 Aug 2009 15:56:39 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[realtime]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=719</guid>
		<description><![CDATA[After releasing Deep&#8217;s source code, i thought to myself i could also release an old production of mine, Sunflower. Sunflower is a visual non-interactive application a.k.a. demo, feat. music from Four Tet. Watch Sunflower Download source code Hope you enjoy it]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">After releasing Deep&#8217;s source code, i thought to myself i could also release an old production of mine, Sunflower.<br />
Sunflower is a visual non-interactive application a.k.a. demo, feat. music from Four Tet.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/08/sunflower_screen.png" rel="shadowbox[sbpost-719];player=img;"><img class="alignnone size-medium wp-image-722" title="sunflower_screen" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/08/sunflower_screen-634x356.png" alt="sunflower_screen" width="634" height="356" /></a></p>
<p style="text-align: justify;"><a title="Sunflower" href="http://vimeo.com/2016712" target="_blank">Watch Sunflower</a></p>
<p style="text-align: justify;"><a title="Sunflower" href="http://victamin.googlecode.com/files/sunflower_src_public_release.zip" target="_blank">Download source code</a></p>
<p style="text-align: justify;">Hope you enjoy it</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Deep Source Code</title>
		<link>http://www.pixelnerve.com/v/2009/08/18/deep-source-code/</link>
		<comments>http://www.pixelnerve.com/v/2009/08/18/deep-source-code/#comments</comments>
		<pubDate>Tue, 18 Aug 2009 08:36:51 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[deep]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[vitamin]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=670</guid>
		<description><![CDATA[Deep is a demo created by me and Filipe &#8220;ps&#8221; Cruz. Following it&#8217;s subtle success and a few requests, i thought it would be useful to make it&#8217;s source code public. Hope you enjoy it, and make sure you watch the demo. Watch Deep Download source code It should be easy to get it rolling, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Deep is a demo created by me and <a title="Filipe &quot;ps&quot; Cruz" href="http://tpolm.org/~ps" target="_blank">Filipe &#8220;ps&#8221; Cruz</a>. Following it&#8217;s subtle success and a few requests, i thought it would be useful to make it&#8217;s source code public. Hope you enjoy it, and make sure you <a title="Deep" href="http://www.pixelnerve.com/v/2009/04/07/deep/" target="_self">watch the demo</a>.</p>
<p><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/08/deep_shot3.png" rel="shadowbox[sbpost-670];player=img;"><img class="alignnone size-medium wp-image-689" title="deep" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/08/deep_shot3-634x356.png" alt="deep" width="634" height="356" /></a></p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/2009/04/07/deep/" target="_self">Watch Deep</a></p>
<p style="text-align: justify;"><a title="Deep Source Code" href="http://victamin.googlecode.com/files/deep_src_20090822_publicrelease_bugfix.zip" target="_blank">Download source code</a></p>
<p style="text-align: justify;">
<p style="text-align: justify;">It should be easy to get it rolling, but if you get problems, read the &#8220;readme.txt&#8221; file and make sure you have installed the dependencies. Once that is done, open the project and run it. Don&#8217;t forget to let me know if you liked it. Have fun.</p>
<p style="text-align: justify;"><a href="http://www.jesusgollonet.com/blog/2007/09/16/penner-easing-processing-library/" target="_blank"></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Old processing stuff</title>
		<link>http://www.pixelnerve.com/v/2009/05/21/old-processing-stuff/</link>
		<comments>http://www.pixelnerve.com/v/2009/05/21/old-processing-stuff/#comments</comments>
		<pubDate>Thu, 21 May 2009 19:32:58 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Generative]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[realtime]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=522</guid>
		<description><![CDATA[Didnt want to forget about some of the the old shit i&#8217;ve done using processing, so i thought i should post it here.  Audio-reactive Landscapes, 3D Tunnels, Cel-Shading, SineWave Additive, 3D Planes, and more.. More info + source: http://www.pixelnerve.com/p5/]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Didnt want to forget about some of the the old shit i&#8217;ve done using processing, so i thought i should post it here.  Audio-reactive Landscapes, 3D Tunnels, Cel-Shading, SineWave Additive, 3D Planes, and more..</p>
<p style="text-align: justify;">More info + source: <a href="http://www.pixelnerve.com/p5/" target="_blank">http://www.pixelnerve.com/p5/</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ribbonmesh</title>
		<link>http://www.pixelnerve.com/v/2009/04/18/ribbonmesh/</link>
		<comments>http://www.pixelnerve.com/v/2009/04/18/ribbonmesh/#comments</comments>
		<pubDate>Sat, 18 Apr 2009 15:20:29 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Source Code]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=439</guid>
		<description><![CDATA[This is a class i&#8217;ve made to render ribbons in 2d (planes) and in 3d (cilinders). It&#8217;s based in my framework and processing, so you might need some work to get it to compile. No example, no executable, just source code. get class here]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">This is a class i&#8217;ve made to render ribbons in 2d (planes) and in 3d (cilinders). It&#8217;s based in my framework and processing, so you might need some work to get it to compile. No example, no executable, just source code.</p>
<p><a title="ribbonmesh" href="http://www.pixelnerve.com/downloads/processing/RibbonCylinder.pde" target="_blank">get class here</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Text render for java/processing using opengl</title>
		<link>http://www.pixelnerve.com/v/2009/03/08/text-render-for-javaprocessing-using-opengl/</link>
		<comments>http://www.pixelnerve.com/v/2009/03/08/text-render-for-javaprocessing-using-opengl/#comments</comments>
		<pubDate>Sun, 08 Mar 2009 10:05:39 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Java]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Sound]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[text]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=330</guid>
		<description><![CDATA[I found out a nice way to write text in Processing with java+opengl.  It easily renders 2d and 3d text. It should be also easy to draw billboard text in 3d space. Here is the source code and an example on how to use it in processing: import java.text.*; import com.sun.opengl.util.*; import com.sun.opengl.util.j2d.*; class VTextRenderer [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">I found out a nice way to write text in <a href="http://www.processing.org" target="_blank">Processing</a> with java+opengl.  It easily renders 2d and 3d text. It should be also easy to draw billboard text in 3d space. Here is the source code and an example on how to use it in processing:</p>
<p><quickcode:Click to open source code><br />
import java.text.*;<br />
import com.sun.opengl.util.*;<br />
import com.sun.opengl.util.j2d.*;</p>
<p>class VTextRenderer<br />
{<br />
VTextRenderer( String fontName, int size )<br />
{<br />
_fontName = fontName;<br />
_fontSize = size;<br />
_textRender = new TextRenderer( new Font(fontName, Font.TRUETYPE_FONT, size), true, true, null, true );<br />
_textRender.setColor( 1.0f, 1.0, 1.0, 1.0 );<br />
//_textRender.setUseVertexArrays( true );<br />
}</p>
<p>VTextRenderer( String fontName, int size, boolean antialiased, boolean mipmap )<br />
{<br />
_fontName = fontName;<br />
_fontSize = size;<br />
_textRender = new TextRenderer( new Font(fontName, Font.TRUETYPE_FONT, size), antialiased, true, null, mipmap );<br />
_textRender.setColor( 1.0f, 1.0, 1.0, 1.0 );<br />
//_textRender.setUseVertexArrays( true );<br />
}</p>
<p>void print( String str, int x, int y )<br />
{<br />
_textRender.beginRendering( width, height, true );<br />
_textRender.draw( str, x, y );<br />
_textRender.endRendering();<br />
_textRender.flush();<br />
}</p>
<p>void print( String str, float x, float y, float z )<br />
{<br />
print( str, x, y, z, 1.0f );<br />
}</p>
<p>void print( String str, float x, float y, float z, float s )<br />
{<br />
_textRender.begin3DRendering();<br />
_textRender.draw3D( str, x, y, z, s );<br />
_textRender.end3DRendering();<br />
_textRender.flush();<br />
}</p>
<p>void setColor( float c )<br />
{<br />
setColor( c, c, c, 1 );<br />
}</p>
<p>void setColor( float c, float a )<br />
{<br />
setColor( c, c, c, a );<br />
}</p>
<p>void setColor( float r, float g, float b )<br />
{<br />
setColor( r, g, b, 1 );<br />
}</p>
<p>void setColor( float r, float g, float b, float a )<br />
{<br />
_textRender.setColor( r, g, b, a );<br />
}</p>
<p>void setSmoothing( boolean flag )<br />
{<br />
_textRender.setSmoothing( flag );<br />
}</p>
<p>/// ____________________________________________________<br />
/// Members<br />
int _w, _h;</p>
<p>String _fontName;<br />
int _fontSize;<br />
TextRenderer _textRender;<br />
Font font;<br />
}<br />
</quickcode></p>
<p><quickcode:Click to open example><br />
import processing.opengl.*;</p>
<p>int WIDTH = 800;<br />
int HEIGHT = 600;<br />
float aspectRatio = WIDTH/(float)HEIGHT;</p>
<p>VTextRenderer textRender;</p>
<p>///___________________________________________________________<br />
void setup()<br />
{<br />
size( WIDTH, HEIGHT, OPENGL );<br />
hint( ENABLE_OPENGL_4X_SMOOTH );<br />
frameRate( 60 );</p>
<p>//  logger = new VLog( this, &#8220;log.txt&#8221; );</p>
<p>aspectRatio = width/(float)height;</p>
<p>//textRender = new VTextRenderer( &#8220;Arial&#8221;, 100 );<br />
textRender = new VTextRenderer( &#8220;Arial&#8221;, 100, true, true );<br />
}</p>
<p>///___________________________________________________________<br />
void draw()<br />
{<br />
// Write in 2d<br />
background( 0 );<br />
textRender.print( &#8220;vitamin&#8221;, 0, 100 );</p>
<p>// Write in 3d<br />
perspective( PI*0.25,  aspectRatio, 1, 1000 );<br />
camera( 0, 0, 100, 0, 0, 0, 0, 1, 0 );<br />
scale( 1, -1, 1 );  // oh well. processing likes the upside down way, i dont know why.<br />
((PGraphicsOpenGL)g).beginGL();<br />
textRender.print( &#8220;vitamin&#8221;, 0, 0, sin(millis()*0.001)*100, 1/10.0 );<br />
((PGraphicsOpenGL)g).endGL();<br />
}</p>
<p>///___________________________________________________________<br />
void stop()<br />
{<br />
super.stop();<br />
}<br />
</quickcode></p>
]]></content:encoded>
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		</item>
		<item>
		<title>.3ds loader for java/processing</title>
		<link>http://www.pixelnerve.com/v/2009/01/01/3ds-loader-for-javaprocessing/</link>
		<comments>http://www.pixelnerve.com/v/2009/01/01/3ds-loader-for-javaprocessing/#comments</comments>
		<pubDate>Thu, 01 Jan 2009 21:42:49 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Java]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[3ds loader]]></category>
		<category><![CDATA[viewer]]></category>
		<category><![CDATA[vtools]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=152</guid>
		<description><![CDATA[Happy new year 2009 I&#8217;ve wanted to load 3d data into my processing projects before, so i wrote a simple obj loader with multiple groups, something that no other library supported at that time. It was simple and had bugs but it worked quite good for what i needed. So after sometime i needed more [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">
<p style="text-align: justify;">Happy new year 2009</p>
<p style="text-align: justify;">I&#8217;ve wanted to load 3d data into my processing projects before, so i wrote a simple <a title="obj loader v0.1" href="http://www.pixelnerve.com/downloads/processing/objloader_v0.1.zip" target="_blank">obj loader with multiple groups</a>, something that no other library supported at that time. It was simple and had bugs but it worked quite good for what i needed. So after sometime i needed more data for my models but i was too lazy to port my <a title="Chucky" href="http://www.nothing.scene.org/chaos" target="_blank">Chaos 3dsmax exporter called Chucky</a>. So, i have  searched the web and i found <a href="http://www.multi.fi/~mbc/personal_sources.html" target="_blank">MRI</a>&#8216;s old java port of his 3ds loader. I still remember his demos and its tutorials back  in the old days&#8230; Great coder, miss those days.</p>
<p style="text-align: justify;">Anyway, i&#8217;ve downloaded his library and placed in it the processing library&#8217;s folder and *poof*, i had a 3ds loader to work with. And it has alot of cool features.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/01/car_shot.jpg" rel="shadowbox[sbpost-152];player=img;"></a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/01/car_shot.jpg" rel="shadowbox[sbpost-152];player=img;"><img class="alignnone size-medium wp-image-224" title="Jeep" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/01/car_shot-494x370.jpg" alt="Jeep" width="494" height="370" /></a><br />
3d model from <a title="punkuser" href="http://www.punkuser.net" target="_blank">http://www.punkuser.net</a>.<br />
Library credits go to <a title="Mats Biggmastar" href="http://www.multi.fi/~mbc/personal_sources.html" target="_blank">MRI</a>.</p>
<p style="text-align: justify;">In the package i&#8217;ve included an example project that renders simply vertex and wireframe face data. It should be easy for anyone with some knowledge to take the documentation and render a full textured/lit&#8217;ed scenario. If not, just you wait until i get a new example to put in the pack</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Homepage: <a title="mri3ds" href="http://www.pixelnerve.com/processing/libraries/mri3ds" target="_blank">http://www.pixelnerve.com/processing/libraries/mri3ds</a><br />
<span style="text-decoration: line-through;">(old) Download <a title="mri 3ds loader for processing" href="http://www.pixelnerve.com/downloads/processing/mri_3ds_processing.zip" target="_blank">MRI 3DS Loader + Processing Examples</a></span><br />
(Tested in Processing 1.0.1)</p>
<p style="text-align: justify;">
<p style="text-align: justify;">
<p style="text-align: justify;">
<p style="text-align: justify;">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
EDIT:</p>
<p style="text-align: justify;"><span class="text2">3ds files dont store face/vertex normals, so i had to compute them myself. ive uploaded updates to the same zip file.</span></p>
<p><span class="text2">news:<br />
</span>. face+vertex normal calculation (vertex by averaging face normals)<br />
. no smoothing groups used.<br />
. normals debugging<br />
. renders meshes with texture+solid faces.<br />
. mouse+camera control<br />
. extra code from Vitamin</p>
<p>enjoy.</p>
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