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		<title>cocos2d for iPhone &#187; Tag: camera - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/camera</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 02:34:39 +0000</pubDate>
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		<item>
			<title>Rocketman697 on "Interesting &quot;twist&quot; on importing camera animations from POD file"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28719#post-143105</link>
			<pubDate>Tue, 07 Feb 2012 19:28:50 +0000</pubDate>
			<dc:creator>Rocketman697</dc:creator>
			<guid isPermaLink="false">143105@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Alex,</p>
<p>I'm using PVRGoePOD v1.25.  Do you see your animations in PVRShaman?</p>
<p>Here are my settings:</p>
<p>Export Options<br />
- Export geometry (checked)</p>
<p>Materials<br />
- Export materials (checked)</p>
<p>Animation<br />
- Export animation (checked)<br />
- Indexed (checked)</p>
<p>Coordinate System = OpenGL</p>
<p>Geometry Options<br />
- Normals (checked)<br />
- Mapping channels (checked)<br />
   - Flip V coordinate (checked)<br />
- Interleave vectors (checked)<br />
   - Align vertex data (to 32 bit) (checked)</p>
<p>Skin<br />
- Export skinning date (checked)<br />
   - Matrix palette size = 9</p>
<p>Primitive Type = Triangle list<br />
   - Indexed (checked)</p>
<p>Triangle Sort = PVRTGeometrySort<br />
   - Sort vertices (checked)</p>
<p>Vertex vector formats (all defaults)
</p></description>
		</item>
		<item>
			<title>mongoose54 on "Interesting &quot;twist&quot; on importing camera animations from POD file"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28719#post-143091</link>
			<pubDate>Tue, 07 Feb 2012 18:07:52 +0000</pubDate>
			<dc:creator>mongoose54</dc:creator>
			<guid isPermaLink="false">143091@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Glenn, </p>
<p>I am trying to export from Maya 2011 an object that contains animation to POD file but I have a hard problem making it animate in Cocos3D. Could you share your settings on  the PVRGeoPOD converter? Which PVRGeoPOD version do you use?</p>
<p>Thanks and I appreciate it,<br />
Alex
</p></description>
		</item>
		<item>
			<title>saber on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-142978</link>
			<pubDate>Tue, 07 Feb 2012 02:03:07 +0000</pubDate>
			<dc:creator>saber</dc:creator>
			<guid isPermaLink="false">142978@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>thank you, it's work well,except double tap.
</p></description>
		</item>
		<item>
			<title>GTC on "Pinch-Zoom like Fieldrunners"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2229/page/2#post-142458</link>
			<pubDate>Fri, 03 Feb 2012 06:52:03 +0000</pubDate>
			<dc:creator>GTC</dc:creator>
			<guid isPermaLink="false">142458@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ok sure, in home after 6 o'clock !
</p></description>
		</item>
		<item>
			<title>elsevero on "Pinch-Zoom like Fieldrunners"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2229/page/2#post-142402</link>
			<pubDate>Thu, 02 Feb 2012 22:28:07 +0000</pubDate>
			<dc:creator>elsevero</dc:creator>
			<guid isPermaLink="false">142402@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@GTC: One thing to remark here: </p>
<p>CGPoint centerPointInParentNodeSpace = [self convertPoint:centerPoint fromNode:theParallaxNode];</p>
<p>Can you share this</p>
<p><code>[self convertPoint:centerPoint fromNode:theParallaxNode];</code></p>
<p>method also?
</p></description>
		</item>
		<item>
			<title>Panajev on "CCUIViewWrapper - wrapper for manipulating UIViews using Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6889/page/2#post-142146</link>
			<pubDate>Wed, 01 Feb 2012 14:41:23 +0000</pubDate>
			<dc:creator>Panajev</dc:creator>
			<guid isPermaLink="false">142146@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey, good job :). I wonder how this works with the UIKit friendlier Cocos2D 2.0 :).
</p></description>
		</item>
		<item>
			<title>GTC on "Pinch-Zoom like Fieldrunners"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2229/page/2#post-142005</link>
			<pubDate>Tue, 31 Jan 2012 15:22:23 +0000</pubDate>
			<dc:creator>GTC</dc:creator>
			<guid isPermaLink="false">142005@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>So, this is my fixed handlePitchZoom.</p>
<pre><code>- (void)handlePitchZoom:(NSSet *)touches withEvent:(UIEvent *)event {

    UITouch* touch1 = [[[event allTouches] allObjects] objectAtIndex:0];
    UITouch* touch2 = [[[event allTouches] allObjects] objectAtIndex:1];

    // calculate scale value
    double prevDistance = ccpDistance([touch1 previousLocationInView:[touch1 view]], [touch2 previousLocationInView:[touch2 view]]);
    double newDistance  = ccpDistance([touch1 locationInView:[touch1 view]], [touch2 locationInView:[touch2 view]]); 

    CGFloat relation = newDistance / prevDistance;
    CGFloat newScale = self.scale * relation;

    if ((newScale &#62;= minScale) &#38;&#38; (newScale &#60;= maxScale)) {

        CGPoint touch1Location = [GST.layerNode convertTouchToNodeSpace:touch1];
        CGPoint touch2Location = [GST.layerNode convertTouchToNodeSpace:touch2];

        // calculate center point between two touches
        CGPoint centerPoint = ccpMidpoint(touch1Location, touch2Location);

		// store center point location (ScrollableView space)
        CGPoint centerPointInParentNodeSpace = [self convertPoint:centerPoint fromNode:GST.layerNode];
		CGPoint oldPoint = ccp(centerPointInParentNodeSpace.x * (self.scale), centerPointInParentNodeSpace.y * (self.scale));
		self.scale = newScale;

		CGPoint newPoint = ccp(centerPointInParentNodeSpace.x * (self.scale), centerPointInParentNodeSpace.y * (self.scale));
		CGPoint diff = ccp(oldPoint.x - newPoint.x , oldPoint.y - newPoint.y);

        [GST.layerNode setPosition:ccp(GST.layerNode.position.x + (diff.x*(1/self.scale)), GST.layerNode.position.y + (diff.y*(1/self.scale)))];
    }
}</code></pre>
<p>The problem was that the original code just scale the outermost layer but I needed to scale my working layer also which is the part of CCParallaxNode.</p>
<p>So this is the key</p>
<pre><code>[GST.layerNode setPosition:ccp(GST.layerNode.position.x + (diff.x*(1/self.scale)), GST.layerNode.position.y + (diff.y*(1/self.scale)))];</code></pre>
<p>I also adopted some position changing and scaling for my working node (GST.layerNode).
</p></description>
		</item>
		<item>
			<title>Rocketman697 on "Interesting &quot;twist&quot; on importing camera animations from POD file"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28719#post-141866</link>
			<pubDate>Mon, 30 Jan 2012 14:45:54 +0000</pubDate>
			<dc:creator>Rocketman697</dc:creator>
			<guid isPermaLink="false">141866@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Bill,</p>
<p>In Maya it is Y-up, but i don't think that's it. I already tried creating new Maya project with Z-up per your instructions and it didn't fix this. In fact, it seemed to work the same. Also, all my non-camera animations work fine either way. I also experimented with changing the rotation order but didn't see any effect. </p>
<p>In either case, the animation is the problem. The animation is pointing the camera the wrong way. I did the X-rotation to counter that, as you suggested. </p>
<p>Just wanted to let everyone know about this and how to correct it.</p>
<p>Thanks for responding. </p>
<p>Regards,<br />
Glenn
</p></description>
		</item>
		<item>
			<title>Bill Hollings on "Interesting &quot;twist&quot; on importing camera animations from POD file"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28719#post-141861</link>
			<pubDate>Mon, 30 Jan 2012 14:09:38 +0000</pubDate>
			<dc:creator>Bill Hollings</dc:creator>
			<guid isPermaLink="false">141861@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/75518'>Rocketman697</a></p>
<p>In Maya, what is the orientation of the axes?</p>
<p>Like OpenGL, <strong>cocos3d</strong> assumes that the Y-axis represents "up" and that the default orientation of the camera is to point down the negative Z-axis. That puts the positive X-axis on the right.</p>
<p>However, the <em>Collada2POD converter</em> swaps the Y &#38; Z axes during conversion. So, in your 3D editor, you should orient the Z-axis as "up". See the notes on <em>Coordinate Systems</em> in the <a href="http://brenwill.com/2011/cocos3d-importing-converting-collada-to-pod/">cocos3d Collada2POD Instructions</a> for more on this.</p>
<p>By applying a 90 degree rotation of the camera on the X-axis, it looks like you are effectively re-doing that axis-swap (or countering it).</p>
<p>Could it be that your world in Maya has the Y-axis as up, instead of the Z-axis? Or that perhaps the <em>PVRGeoPOD</em> tool is not swapping the Y &#38; Z axes as expected?</p>
<p>...Bill
</p></description>
		</item>
		<item>
			<title>GTC on "Pinch-Zoom like Fieldrunners"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2229/page/2#post-141817</link>
			<pubDate>Mon, 30 Jan 2012 06:07:39 +0000</pubDate>
			<dc:creator>GTC</dc:creator>
			<guid isPermaLink="false">141817@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'll post it as soon as possible because I'm not with my computer ;)</p>
<p>Thanks!
</p></description>
		</item>
		<item>
			<title>Rocketman697 on "Interesting &quot;twist&quot; on importing camera animations from POD file"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28719#post-141550</link>
			<pubDate>Fri, 27 Jan 2012 16:42:21 +0000</pubDate>
			<dc:creator>Rocketman697</dc:creator>
			<guid isPermaLink="false">141550@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have successfully created a scene in Maya, exported it with PVRGeoPOD and imported it into a cocos3d project.  The scene contains mesh and camera animations which I want to use in my project.  I found that the mesh animations worked perfectly, but camera animations were not oriented properly.</p>
<p>I have made no changes to the default axis in Maya, and mesh animations are working well, so it would be great if camera animations did as well.  I have some complex camera moves that would be hard to recreate in Xcode.  Though the workarounds I came up with do work, it would be better if cocos3d could import camera animations without need to make any changes.</p>
<p>To work around this issue, first I copied the camera animation to a mesh cube in Maya, then in Xcode I copied the mesh animation to the camera.  It worked perfectly!</p>
<p>Next, I wanted to see what was being changed, so I experimented with creating a structural node, making the camera a child, then moving the animation to the structural node.  This way I could rotate the camera independently of the animation.  Here's what I came up with:</p>
<pre><code>// Get the camera from the POD file
    camera1 = (CC3Camera*)[self getNodeNamed:@&#34;camera1&#34;];
    self.activeCamera = camera1;  

    // Put this camera under a parent node
    camParent = [[CC3Camera alloc] initWithName:@&#34;camParent&#34;];
    [self addChild:camParent];
    [camParent addChild:camera1];

    // *** HERE IS THE CAMERA ANGLE CORRECTION ***
    [camera1 rotateByAngle:-90 aroundAxis:CC3VectorMake(1, 0, 0)]; // The camera direction appears to be rotated from pointing to -z to y, rotate it back
    camParent.animation = camera1.animation; // Copy the animation to the parent node
    camera1.animation = NULL;

    // Run the animation from the POD file
    [camParent runAction: [CCRepeatForever actionWithAction:[CC3Animate actionWithDuration:10.0]]];</code></pre>
<p>So my question is this: Does PVRGeoPOD do this, and if so can it be corrected in the cocos3d import module?
</p></description>
		</item>
		<item>
			<title>mobilebros on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-141414</link>
			<pubDate>Thu, 26 Jan 2012 20:36:29 +0000</pubDate>
			<dc:creator>mobilebros</dc:creator>
			<guid isPermaLink="false">141414@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/61215'>xmawiel</a> - If the boundingRect height matches the windowRect height, there should be no movement. Also you could limit the y-value of the point you give to centerOnPoint. Other than that you'd have to hack it.
</p></description>
		</item>
		<item>
			<title>xmawiel on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-141255</link>
			<pubDate>Wed, 25 Jan 2012 20:53:08 +0000</pubDate>
			<dc:creator>xmawiel</dc:creator>
			<guid isPermaLink="false">141255@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>How do I limit this class to only pan in the x axis?<br />
Also, Is there a way to only "CenterOnPoint" only in the x axis?
</p></description>
		</item>
		<item>
			<title>duncan on "Camera, Flipping for no reason"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28526#post-140438</link>
			<pubDate>Fri, 20 Jan 2012 18:38:37 +0000</pubDate>
			<dc:creator>duncan</dc:creator>
			<guid isPermaLink="false">140438@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Solved it</p>
<p>CC3Camera* cameraFromBehind;<br />
    cameraFromBehind = (CC3Camera*)[self getNodeNamed: @"TrackingCamera"];<br />
    cameraFromBehind.target = activeTruck.turnTable;<br />
    cameraFromBehind.location = cc3v(-10,0,5);<br />
    cameraFromBehind.shouldTrackTarget = YES;<br />
    self.activeCamera = cameraFromBehind;</p>
<p>I added</p>
<p>cameraFromBehind.location = cc3v(-10,0,5);<br />
    cameraFromBehind.shouldTrackTarget = YES;</p>
<p>which repositioned the camera to a nicer position and then seems to tell the tracking node to keep tracking without it, just doenst update
</p></description>
		</item>
		<item>
			<title>duncan on "Camera, Flipping for no reason"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28526#post-140436</link>
			<pubDate>Fri, 20 Jan 2012 18:26:04 +0000</pubDate>
			<dc:creator>duncan</dc:creator>
			<guid isPermaLink="false">140436@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I've just started trying to create alternate camera views.</p>
<p>I created a camera in blender that is a child of a node.</p>
<p>I then set it up in cocos3d as follows</p>
<p>    CC3Camera* cameraFromBehind;<br />
    cameraFromBehind = (CC3Camera*)[self getNodeNamed: @"TrackingCamera"];<br />
    cameraFromBehind.target = activeTruck.turnTable;<br />
    self.activeCamera = cameraFromBehind; </p>
<p>When the world loads for a split second it has the correct orientation then it rotates 90 degrees to the right.<br />
I have commented out all my world update code, but it seems to happen every time, am I missing something obvious?</p>
<p>Thanks<br />
Duncan
</p></description>
		</item>
		<item>
			<title>elsevero on "Pinch-Zoom like Fieldrunners"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2229/page/2#post-140425</link>
			<pubDate>Fri, 20 Jan 2012 15:47:22 +0000</pubDate>
			<dc:creator>elsevero</dc:creator>
			<guid isPermaLink="false">140425@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@GTC: How did you solved? I'm also trying to solving this problem... your answer would help me :)</p>
<p>Thanks!
</p></description>
		</item>
		<item>
			<title>muzzammil on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-140401</link>
			<pubDate>Fri, 20 Jan 2012 13:26:48 +0000</pubDate>
			<dc:creator>muzzammil</dc:creator>
			<guid isPermaLink="false">140401@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>if we put  self.controller = [CCPanZoomController controllerWithNode:self] ;   while declaration then a black background appears below entire map  and it wont show layer color then</p>
<p>should it be set to your scene or should it take tilemap as node ?? coz in that case it should layer background color
</p></description>
		</item>
		<item>
			<title>muzzammil on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-140390</link>
			<pubDate>Fri, 20 Jan 2012 12:02:16 +0000</pubDate>
			<dc:creator>muzzammil</dc:creator>
			<guid isPermaLink="false">140390@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>anyone tried changing the background color of tilemap  ??? </p>
<p>I mean to say the color outside the boundries od tilemap</p>
<p> in this case it has blackcolor</p>
<p>How can we change it
</p></description>
		</item>
		<item>
			<title>GTC on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-139668</link>
			<pubDate>Mon, 16 Jan 2012 07:47:29 +0000</pubDate>
			<dc:creator>GTC</dc:creator>
			<guid isPermaLink="false">139668@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>FYI, In my game I'm using this and works correctly :)</p>
<p><a href="http://www.cocos2d-iphone.org/forum/topic/2229" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/2229</a>
</p></description>
		</item>
		<item>
			<title>muzzammil on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-139667</link>
			<pubDate>Mon, 16 Jan 2012 07:17:47 +0000</pubDate>
			<dc:creator>muzzammil</dc:creator>
			<guid isPermaLink="false">139667@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>stuck for a while now :( ..please help
</p></description>
		</item>
		<item>
			<title>muzzammil on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-139664</link>
			<pubDate>Mon, 16 Jan 2012 06:38:45 +0000</pubDate>
			<dc:creator>muzzammil</dc:creator>
			<guid isPermaLink="false">139664@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>by tile coordinates i mean .. tile index in tile map like {0,1} or {0,2} etc</p>
<p>by tile center point i mean tile.position which i get by CCSprite *tile = [self.portsLayer tileAt:ccp(Index.x,Index.y)];</p>
<p>i want to center my map to this tile .. which i am unable to do by "centerOnPoint:"</p>
<p>answer by mobilebros:<br />
@<a href='http://www.cocos2d-iphone.org/forum/profile/64667'>muzzammil</a> - Ok it's tile.position you want to use then, which node/layer is the controller controlling? It should be portsLayer I would imagine or one of its ancestor's that shares the same coordinate system.</p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/626'>mobilebros</a>: contoller is controlling the layer  which has a tilemap on it .. and portsLayer is a layer on the tilemap.I have integrated many other feature like move on tile location etc and all are working well except for center location..</p>
<p>cannot figure out this problem :(
</p></description>
		</item>
		<item>
			<title>ffede81 on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-139548</link>
			<pubDate>Sat, 14 Jan 2012 21:55:46 +0000</pubDate>
			<dc:creator>ffede81</dc:creator>
			<guid isPermaLink="false">139548@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>that was easy!</p>
<p>... and I was stupid for not having thought it by myself :)</p>
<p>Thanks again!
</p></description>
		</item>
		<item>
			<title>mobilebros on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-139547</link>
			<pubDate>Sat, 14 Jan 2012 21:38:57 +0000</pubDate>
			<dc:creator>mobilebros</dc:creator>
			<guid isPermaLink="false">139547@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/32459'>ffede81</a> - You should only have to do:</p>
<pre><code>CGPoint pos = [node convertTouchToNodeSpace:touch];</code></pre>
<p>where node is most likely "self" it's the layer/node you're are adding the sprite to.
</p></description>
		</item>
		<item>
			<title>ffede81 on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-139541</link>
			<pubDate>Sat, 14 Jan 2012 20:56:06 +0000</pubDate>
			<dc:creator>ffede81</dc:creator>
			<guid isPermaLink="false">139541@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I think the first one :D When I pan or zoom and then I touch on the screen to create a sprite, it actually appears in a different position compared to my touch. I used to create a CGPoint "offset" that registered the new position of the layer (this works just for the pan, not sure about the zoom) and I did a ccpSub or ccpAdd to the touch location to get the new position and create the sprite in the right position. I don't know though if this is the right way to do it, probably there's a simpler method already implemented in cocos2d :)
</p></description>
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			<title>mobilebros on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-139533</link>
			<pubDate>Sat, 14 Jan 2012 19:41:24 +0000</pubDate>
			<dc:creator>mobilebros</dc:creator>
			<guid isPermaLink="false">139533@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks @<a href='http://www.cocos2d-iphone.org/forum/profile/64102'>AppTinker</a>, I'll add the fix to the repo soon.</p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/32459'>ffede81</a> - Are you trying to get the coordinates of the last pan/zoom touch, specifically in the node's coordinates? Or are you capturing your own touches and need to know how to convert that to the right coordinates?
</p></description>
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			<title>ffede81 on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-139526</link>
			<pubDate>Sat, 14 Jan 2012 18:27:19 +0000</pubDate>
			<dc:creator>ffede81</dc:creator>
			<guid isPermaLink="false">139526@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>thanks guys! The new disabled method has solved the issue properly!</p>
<p>Now I just need to get the right touch coordinates for my touches after panning/zooming when I create sprites. I managed to do something by creating an offset that I add to every touch event but I feel like this is not the good way to do it. How would you guys do it? :)</p>
<p>Thanks a lot for your help!
</p></description>
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			<title>AppTinker on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-139517</link>
			<pubDate>Sat, 14 Jan 2012 16:58:29 +0000</pubDate>
			<dc:creator>AppTinker</dc:creator>
			<guid isPermaLink="false">139517@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I think @Krithik B might be right, if so then try replacing disable with this one:</p>
<pre><code>-(void) disable
{
    [[CCTouchDispatcher sharedDispatcher] removeDelegate:self];

    for (UITouch *touch in _touches)
        [self ccTouchCancelled:touch withEvent:nil];
}</code></pre>
<p>I guess I would have thought cocos would handle this for you (being in a touch cycle when removeDelegate is called but still forcing the complete cycle), but it appears the touch events are just lost.
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			<title>Krithik B on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-139486</link>
			<pubDate>Sat, 14 Jan 2012 09:51:58 +0000</pubDate>
			<dc:creator>Krithik B</dc:creator>
			<guid isPermaLink="false">139486@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/32459'>ffede81</a></p>
<p>I think i got your problem. Whats happening is the touch reference in touches array will be still there, so you need to remove it.<br />
So whenever you disable or enable the controller remove all the touch objects from the touches array :)
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			<title>mobilebros on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-139430</link>
			<pubDate>Fri, 13 Jan 2012 20:09:00 +0000</pubDate>
			<dc:creator>mobilebros</dc:creator>
			<guid isPermaLink="false">139430@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/57656'>goodeats2009</a> - Sorry, I guess I don't really know; perhaps a video if you can might show it better.</p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/32459'>ffede81</a> - It doesn't sound like you're doing anything wrong; somehow the controller must think there are two touches down. It does try and keep a reference to them... I'll have to create a test like what you're doing and see if I can figure it out.
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			<title>GTC on "Pinch-Zoom like Fieldrunners"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2229#post-139389</link>
			<pubDate>Fri, 13 Jan 2012 15:55:32 +0000</pubDate>
			<dc:creator>GTC</dc:creator>
			<guid isPermaLink="false">139389@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Solved! :)
</p></description>
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