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	<title>IT Reflexions &#187; OpenGL ES</title>
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	<link>http://ancaa.eu</link>
	<description>by Anca A.</description>
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		<title>Useful tutorials for starting OpenGL development</title>
		<link>http://ancaa.eu/others/useful-tutorials-for-starting-opengl-development/</link>
		<comments>http://ancaa.eu/others/useful-tutorials-for-starting-opengl-development/#comments</comments>
		<pubDate>Fri, 02 Jan 2009 10:10:00 +0000</pubDate>
		<dc:creator>Anca A.</dc:creator>
				<category><![CDATA[Others]]></category>
		<category><![CDATA[OpenGL ES]]></category>

		<guid isPermaLink="false">http://aanca.com/?p=49</guid>
		<description><![CDATA[Some very useful tutorials and demos that I&#8217;ve found about implementing OpenGL: Nehe Tutorials Zeus Tutorials Public API Implementations OpenGL ES Implementations Glut Glut ES GlUT Windows Libraries GLUT on Windows]]></description>
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		<title>Running an OpenGL ES application on Symbian Emulator and Phone from Visual Studio</title>
		<link>http://ancaa.eu/windows-mobile-5/running-an-opengl-es-application-on-symbian-emulator-and-phone-from-visual-studio/</link>
		<comments>http://ancaa.eu/windows-mobile-5/running-an-opengl-es-application-on-symbian-emulator-and-phone-from-visual-studio/#comments</comments>
		<pubDate>Thu, 21 Feb 2008 02:34:00 +0000</pubDate>
		<dc:creator>Anca A.</dc:creator>
				<category><![CDATA[Windows Mobile]]></category>
		<category><![CDATA[Emulator]]></category>
		<category><![CDATA[OpenGL ES]]></category>
		<category><![CDATA[Symbian]]></category>
		<category><![CDATA[testing]]></category>

		<guid isPermaLink="false">http://aanca.com/?p=34</guid>
		<description><![CDATA[Today I wanted to test a little how the hardware acceleration is working in rendering 3D OpenGl ES applications on the Nokia N95. In order to do this I downloaded a sample 3D engine from the Nokia website.In order to run it on the emulator, I used Carbide VS 2005. The steps I followed were: [...]]]></description>
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		<title>Bitmapped fonts</title>
		<link>http://ancaa.eu/code-samples/bitmapped-fonts/</link>
		<comments>http://ancaa.eu/code-samples/bitmapped-fonts/#comments</comments>
		<pubDate>Thu, 17 Jan 2008 07:08:00 +0000</pubDate>
		<dc:creator>Anca A.</dc:creator>
				<category><![CDATA[Code Samples]]></category>
		<category><![CDATA[Windows Mobile]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Mobile Developement]]></category>
		<category><![CDATA[OpenGL ES]]></category>
		<category><![CDATA[Win32]]></category>

		<guid isPermaLink="false">http://aanca.com/?p=28</guid>
		<description><![CDATA[Due to the fact that OpenGL ES does not provide any kind of fonts, we need think a way to create the characters and display them efficiently. In order to use fonts in OpenGL ES, we will use a widely used technique called: bitmapped fonts. That is, we store into a texture all characters of [...]]]></description>
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		<slash:comments>5</slash:comments>
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		<title>Texture Loader</title>
		<link>http://ancaa.eu/code-samples/texture-loader/</link>
		<comments>http://ancaa.eu/code-samples/texture-loader/#comments</comments>
		<pubDate>Thu, 17 Jan 2008 07:05:00 +0000</pubDate>
		<dc:creator>Anca A.</dc:creator>
				<category><![CDATA[Code Samples]]></category>
		<category><![CDATA[Windows Mobile]]></category>
		<category><![CDATA[OpenGL ES]]></category>

		<guid isPermaLink="false">http://aanca.com/?p=27</guid>
		<description><![CDATA[In order to load a texture we will use the following function : bool LoadTexture(const char *fileName, GLuint *id) This function will receive a texture filename and a pointer to a texture identifier. This identifier will be initialized from inside the function (if proceed). It will return true if the texture was successfully loaded, otherwise [...]]]></description>
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