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	<title>pv3d.org &#187; how it works</title>
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	<link>http://pv3d.org</link>
	<description>Papervision3D, ActionScript, and Flex examples and tutorials by John Lindquist</description>
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		<title>Slerp Explorer</title>
		<link>http://pv3d.org/2008/12/30/slerp-explorer/</link>
		<comments>http://pv3d.org/2008/12/30/slerp-explorer/#comments</comments>
		<pubDate>Wed, 31 Dec 2008 00:38:10 +0000</pubDate>
		<dc:creator>John Lindquist</dc:creator>
				<category><![CDATA[how it works]]></category>
		<category><![CDATA[quaternion]]></category>
		<category><![CDATA[slerp]]></category>

		<guid isPermaLink="false">http://pv3d.org/?p=289</guid>
		<description><![CDATA[Slerp allows you to find the quickest path from one rotation to another rotation. In Papervision3D, slerp is a static function of the Quaternion class. The following code shows all the pieces you&#8217;ll need to use slerp in your projects:

//the values from your start axis and rotation (x,y,z,rotation)
startQuaternion = new Quaternion&#40;0, 1, 0, 1&#41;;
//the values [...]]]></description>
		<wfw:commentRss>http://pv3d.org/2008/12/30/slerp-explorer/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
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		<title>Quaternion Explorer</title>
		<link>http://pv3d.org/2008/12/29/quaternion-explorer/</link>
		<comments>http://pv3d.org/2008/12/29/quaternion-explorer/#comments</comments>
		<pubDate>Mon, 29 Dec 2008 20:43:59 +0000</pubDate>
		<dc:creator>John Lindquist</dc:creator>
				<category><![CDATA[how it works]]></category>
		<category><![CDATA[quaternion]]></category>

		<guid isPermaLink="false">http://pv3d.org/?p=279</guid>
		<description><![CDATA[The definition of Quaternion is a little more complex, but the use-case of a Quaternion is actually pretty easy to show. In this explorer, you&#8217;ll see how you define an axis with the sliders on the left then define the rotation around that axis with the slider on the right. This essentially shows you everything [...]]]></description>
		<wfw:commentRss>http://pv3d.org/2008/12/29/quaternion-explorer/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
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		<item>
		<title>TriangleMesh3D &#8211; Create your own mesh</title>
		<link>http://pv3d.org/2008/12/13/trianglemesh3d-create-your-own-mesh/</link>
		<comments>http://pv3d.org/2008/12/13/trianglemesh3d-create-your-own-mesh/#comments</comments>
		<pubDate>Sat, 13 Dec 2008 10:33:00 +0000</pubDate>
		<dc:creator>John Lindquist</dc:creator>
				<category><![CDATA[examples]]></category>
		<category><![CDATA[how it works]]></category>
		<category><![CDATA[Triangle3D]]></category>
		<category><![CDATA[TriangleMesh3D]]></category>
		<category><![CDATA[Vertex3D]]></category>

		<guid isPermaLink="false">http://pv3d.org/?p=229</guid>
		<description><![CDATA[This shows you how to make little baby triangles. If you put enough of these together with the proper coordinates and rotations, you could make a Tyrannosaurs Rex!

source

package
&#123;
	import flash.events.Event;
&#160;
	import org.papervision3d.core.geom.TriangleMesh3D;
	import org.papervision3d.core.geom.renderables.Triangle3D;
	import org.papervision3d.core.geom.renderables.Vertex3D;
	import org.papervision3d.materials.ColorMaterial;
	import org.papervision3d.view.BasicView;
&#160;
	&#91;SWF&#40;width=&#34;640&#34;, height=&#34;480&#34;, backgroundColor=&#34;#000000&#34;, frameRate=&#34;60&#34;&#41;&#93;
	public class TriangleMesh3DExample extends BasicView
	&#123;
		private var triangleMesh3d:TriangleMesh3D;
&#160;
		public function TriangleMesh3DExample&#40;&#41;
		&#123;
			var material:ColorMaterial = new ColorMaterial&#40;0xcc0000&#41;;
			material.doubleSided = true;
&#160;
			//all the 200's are points [...]]]></description>
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		<slash:comments>8</slash:comments>
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		<title>What is BasicView?</title>
		<link>http://pv3d.org/2008/12/06/what-is-basicview/</link>
		<comments>http://pv3d.org/2008/12/06/what-is-basicview/#comments</comments>
		<pubDate>Sat, 06 Dec 2008 09:49:01 +0000</pubDate>
		<dc:creator>John Lindquist</dc:creator>
				<category><![CDATA[how it works]]></category>
		<category><![CDATA[tutorials]]></category>
		<category><![CDATA[basics]]></category>

		<guid isPermaLink="false">http://pv3d.org/?p=172</guid>
		<description><![CDATA[I use BasicView in all of my examples. This post explains why:

1. BasicView is a Sprite
Every ActionScript 3 project requires a &#8220;document class&#8220;. Since BasicView subclasses Sprite, you can extend BasicView to create your document class:

public class MyAwesomeDocumentClass extends BasicView

*note &#8211; You&#8217;ve probably heard the terms subclass, inherits, inheritance, extends, or others before. All those [...]]]></description>
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		<slash:comments>13</slash:comments>
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		<item>
		<title>Understanding Papervision3D: Matrix3D</title>
		<link>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/</link>
		<comments>http://pv3d.org/2008/11/24/understanding-papervision3d-matrix3d/#comments</comments>
		<pubDate>Tue, 25 Nov 2008 00:59:39 +0000</pubDate>
		<dc:creator>John Lindquist</dc:creator>
				<category><![CDATA[how it works]]></category>
		<category><![CDATA[matrix]]></category>

		<guid isPermaLink="false">http://pv3d.org/?p=82</guid>
		<description><![CDATA[This post will cover how you use a Matrix3D to scale, pitch, yaw, roll, and translate 3d objects:

Every 3d object within Papervision3D has a Matrix3D that defines its scale, pitch, yaw, roll, x, y, and z (changing x, y, and z is referred to as &#8220;translation&#8221; because they move a group of points equally). You [...]]]></description>
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		<slash:comments>9</slash:comments>
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