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		<title>cocos2d for iPhone &#187; Tag: external - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/external</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 10 Feb 2012 03:05:21 +0000</pubDate>
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		<item>
			<title>omody on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-126168</link>
			<pubDate>Tue, 15 Nov 2011 13:41:37 +0000</pubDate>
			<dc:creator>omody</dc:creator>
			<guid isPermaLink="false">126168@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Based on the explanation on Nonames I did the scaling and I have had it working since my last post where I posted the the scaling code - the picture is a "zoomed-in" but been better than having no picture atall.
</p></description>
		</item>
		<item>
			<title>djayc on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-126147</link>
			<pubDate>Tue, 15 Nov 2011 08:57:52 +0000</pubDate>
			<dc:creator>djayc</dc:creator>
			<guid isPermaLink="false">126147@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yeah, I've been testing on iOS 5.0.1 and I'm still having a hard time getting external display + openGL rendering correctly.  I did notice that if I make the output a few pixels shorter than the window height it DOES work.  IE:when the external screen is 640x480, it actually works if I create an openGL view that is 640x449 .. 450 wont work.. strange.
</p></description>
		</item>
		<item>
			<title>deeje on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-126129</link>
			<pubDate>Tue, 15 Nov 2011 06:56:27 +0000</pubDate>
			<dc:creator>deeje</dc:creator>
			<guid isPermaLink="false">126129@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>still not working for me on 5.0.1
</p></description>
		</item>
		<item>
			<title>Nonames on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-126121</link>
			<pubDate>Tue, 15 Nov 2011 05:58:23 +0000</pubDate>
			<dc:creator>Nonames</dc:creator>
			<guid isPermaLink="false">126121@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>djayc, it is working on the latest iOS 5.0.1 already. Apple has fixed this problem already. Try it out :))
</p></description>
		</item>
		<item>
			<title>djayc on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-126095</link>
			<pubDate>Tue, 15 Nov 2011 02:59:13 +0000</pubDate>
			<dc:creator>djayc</dc:creator>
			<guid isPermaLink="false">126095@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Did anyone ever figure this out?  I've got a very simliar problem happening... I've reduced it to a very simple example and I'm getting the same behavior.
</p></description>
		</item>
		<item>
			<title>omody on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-123339</link>
			<pubDate>Thu, 27 Oct 2011 23:45:13 +0000</pubDate>
			<dc:creator>omody</dc:creator>
			<guid isPermaLink="false">123339@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>yes iPhone4S works and so does iPad2.  only iPhone4 and iPad1 running iOS5 have this issue.... Based on "Nonames" suggestion I did some coding here (i'm not a great coder), but it is working no iPhone4 running iOS5</p>
<p>My new code:<br />
    if ([[UIDevice currentDevice].systemVersion doubleValue] &#62;= 5.) {<br />
        BOOL bSafeMode = [[NSUserDefaults standardUserDefaults] boolForKey:@"enableSafeMode"];<br />
        if(bSafeMode == YES) {<br />
            if([[TVOutManager sharedInstance] isTVOutON]) {<br />
                float screenWidth = [[TVOutManager sharedInstance] getTVView].bounds.size.width;<br />
                float screenHeight = [[TVOutManager sharedInstance] getTVView].bounds.size.height;<br />
                float movieWidth = mainView.frame.size.width;<br />
                float movieHeight = mainView.frame.size.height;</p>
<p>                if(movieWidth &#62; 0) {</p>
<p>                    CGFloat horizM = movieWidth / screenWidth;<br />
                    CGFloat vertM = movieHeight / screenHeight;<br />
                    CGFloat bigScaleM = horizM &#60; vertM ? vertM : horizM;</p>
<p>                    CGFloat horizS = screenWidth / movieWidth;<br />
                    CGFloat vertS = screenHeight / movieHeight;<br />
                    CGFloat bigScaleS = horizS &#60; vertS ? vertS : horizS;</p>
<p>                    CGFloat bigScale = bigScaleM &#60; bigScaleS ? bigScaleS : bigScaleM;</p>
<p>                    [[TVOutManager sharedInstance] getTVView].transform = CGAffineTransformScale([[TVOutManager sharedInstance] getTVView].transform, bigScale, bigScale);<br />
                }<br />
            }<br />
        }<br />
    }</p>
<p>Let me know your thoughts guys?
</p></description>
		</item>
		<item>
			<title>Nonames on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-123317</link>
			<pubDate>Thu, 27 Oct 2011 19:25:59 +0000</pubDate>
			<dc:creator>Nonames</dc:creator>
			<guid isPermaLink="false">123317@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>thanks deeje, yes i have also tested with the same problem with GLKit. I have file a report as GLKit bug. but omody stated that iPhone 4S is ok. this is something I am worried as I am still waiting for my 4S to test it.
</p></description>
		</item>
		<item>
			<title>deeje on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-123315</link>
			<pubDate>Thu, 27 Oct 2011 19:23:13 +0000</pubDate>
			<dc:creator>deeje</dc:creator>
			<guid isPermaLink="false">123315@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi all,</p>
<p>I just recreated the same problem using Apple's GLCameraRipple sample code, which uses GLKit.  I've updated my bug report to apple, and encourage you each to file a separate bug at <a href="http://bugreport.apple.com" rel="nofollow">http://bugreport.apple.com</a>, as I believe a volume of reports will get their attention sooner.  If you'd like to reference my bug report it is # 10301299
</p></description>
		</item>
		<item>
			<title>Nonames on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-123312</link>
			<pubDate>Thu, 27 Oct 2011 19:16:17 +0000</pubDate>
			<dc:creator>Nonames</dc:creator>
			<guid isPermaLink="false">123312@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi omody, great that we have some clue on this. as for now, i have used your method by rotating the window and at least, i can see everything on the external display. however, i need to confirm with you again that does iPhone 4S has the same issue? what i have done is that i will check whether retina display is enabled, if yes, i will rotate the window, otherwise everything stays the same.</p>
<p>finally, is there anyway we can submit the bug togther? i have submitted once before and it is still opened. :(
</p></description>
		</item>
		<item>
			<title>omody on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-123202</link>
			<pubDate>Thu, 27 Oct 2011 01:20:20 +0000</pubDate>
			<dc:creator>omody</dc:creator>
			<guid isPermaLink="false">123202@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>mirrorView.transform = CGAffineTransformRotate(CGAffineTransformIdentity, M_PI * -1.5);</p>
<p>Based on Nonames suggestion to just try it out, I added the above line of code to my mirrorView which I am adding to my tvOutWindow and then I could see the output on the TV Out sideway for both HDMI or composite cable, ofcourse the picture is sideways an not useable but atleast I made progress... The moment I changed the orientation or transformed the app crashed or just go the tvoutWindow.backgroundColor that I had set in the tvOutWindow.</p>
<p>I tried to send tvout directly to tvoutWindow since UIWindow is a UIView but that did not make a difference I had to do the same:<br />
tvoutWindow.transform = CGAffineTransformRotate(CGAffineTransformIdentity, M_PI * -1.5);</p>
<p>and then it would displayOut to the window.</p>
<p>Definitely seems like an Apple bug.  I will try to submit a bug report myself, maybe we all do a submission then Apple my look at it sooner rather than later....
</p></description>
		</item>
		<item>
			<title>deeje on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-123128</link>
			<pubDate>Wed, 26 Oct 2011 15:01:02 +0000</pubDate>
			<dc:creator>deeje</dc:creator>
			<guid isPermaLink="false">123128@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>in my case, enabling Retina or not makes no difference.
</p></description>
		</item>
		<item>
			<title>CJ on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-123122</link>
			<pubDate>Wed, 26 Oct 2011 14:41:25 +0000</pubDate>
			<dc:creator>CJ</dc:creator>
			<guid isPermaLink="false">123122@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Have you tried disabling "retina" within cocos2d? I think the api for doing this is different with different versions but it's either in ccConfig.h or a method of CCDirector.
</p></description>
		</item>
		<item>
			<title>omody on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-123095</link>
			<pubDate>Wed, 26 Oct 2011 12:26:52 +0000</pubDate>
			<dc:creator>omody</dc:creator>
			<guid isPermaLink="false">123095@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I am having a similar issue but the iPhone 4S running iOS5 works with both the composite cable as well as HDMI adapter.  This is only happening for the iPhone4 running iOS5 and the composite cable (worked with iOS4.x with both composite and HDMI)<br />
I have the same code as Rob Terrell TVOutManager.  To add further mystery, the same code works on iPad2 with composite or HDMI running iOS5, also work with iPad1 running 4.x with HDMI or composite but does not work iPad1 running iOS5 and composite cable....</p>
<p>Nonames:  You suggested it might be caused by stretching, so I just need to set the view "autoresizingMask = UIViewAutoresizingNone"
</p></description>
		</item>
		<item>
			<title>Nonames on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-123071</link>
			<pubDate>Wed, 26 Oct 2011 09:24:42 +0000</pubDate>
			<dc:creator>Nonames</dc:creator>
			<guid isPermaLink="false">123071@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>sorry i was busy and forgot to inform you on what i have found out on this case. if you leave the orientation as landscape, it actually display the UI on the external screen. however, if it try to stretch, the error you posted will be shown. another wierd case is that even when it is stretched, you let it autorotate, the animation actually shows that the UI is display on the TV but half of it clipped. </p>
<p>i am also frustrated on this issue and it seems that we are the only one having this problem. in fact, i found the same problem when i implement the GLKit with the same error. hope Apple can get this fix asap.
</p></description>
		</item>
		<item>
			<title>deeje on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-123043</link>
			<pubDate>Wed, 26 Oct 2011 04:23:20 +0000</pubDate>
			<dc:creator>deeje</dc:creator>
			<guid isPermaLink="false">123043@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I was able to reproduce the problem with a fresh copy of cocos2d 1.0.1, editing EAGLViewTest.m to handle video out:</p>
<pre><code>@implementation EAGLViewTestDelegate

@synthesize window=window_;
@synthesize glView=glView_;

#pragma mark -
#pragma mark Application Delegate

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
    // catch screen-related notifications
    [[NSNotificationCenter defaultCenter] addObserver: self
                                             selector: @selector(screenDidConnectNotification:)
                                                 name: UIScreenDidConnectNotification
                                               object: nil];
    [[NSNotificationCenter defaultCenter] addObserver: self
                                             selector: @selector(screenDidDisconnectNotification:)
                                                 name: UIScreenDidDisconnectNotification
                                               object: nil];
    [[NSNotificationCenter defaultCenter] addObserver: self
                                             selector: @selector(screenModeDidChangeNotification:)
                                                 name: UIScreenModeDidChangeNotification
                                               object: nil];

	if( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] )
		[CCDirector setDirectorType:kCCDirectorTypeThreadMainLoop];

	CCDirector *director = [CCDirector sharedDirector];
	[director setDisplayFPS:YES];
	[director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft];

	[director setOpenGLView:glView_];

	// Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
	if( ! [director enableRetinaDisplay:YES] )
		CCLOG(@&#34;Retina Display Not supported&#34;);

	// turn on multiple touches
	[glView_ setMultipleTouchEnabled:YES];

	CCScene *scene = [CCScene node];
	[scene addChild: [LayerExample node]];

	[director runWithScene:scene];

	return YES;
}

// purge memroy
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application
{
	[[CCDirector sharedDirector] purgeCachedData];
}

-(void) applicationDidEnterBackground:(UIApplication*)application
{
	[[CCDirector sharedDirector] stopAnimation];
}

-(void) applicationWillEnterForeground:(UIApplication*)application
{
	[[CCDirector sharedDirector] startAnimation];
}

- (void)applicationWillTerminate:(UIApplication *)application
{
	[[NSNotificationCenter defaultCenter] removeObserver:self];

	CCDirector *director = [CCDirector sharedDirector];
	[[director openGLView] removeFromSuperview];
	[director end];

	// release glView here, else it won&#039;t be dealloced
	[glView_ release];
	glView_ = nil;
}

#pragma mark - TV out

- (void) startTVOut
{
    // is there more than one screen?
	NSArray* screens = [UIScreen screens];
	if ([screens count] &#60;= 1)
	{
		return;
	}

	if (tvoutWindow_)
	{
		[tvoutWindow_ release];
		tvoutWindow_ = nil;
	}

	if (!tvoutWindow_)
	{
		UIScreen        *external = [[UIScreen screens] objectAtIndex: 1];

        CGSize          maxSize = CGSizeMake(0, 0);
		UIScreenMode    *maxScreenMode = nil;
		for(int i = 0; i &#60; [[external availableModes] count]; i++)
		{
			UIScreenMode *current = [[[[UIScreen screens] objectAtIndex:1] availableModes] objectAtIndex: i];
			if (current.size.width &#62; maxSize.width)
			{
				maxSize = current.size;
				maxScreenMode = current;
			}
		}
		external.currentMode = maxScreenMode;
        CGRect          aFrame = CGRectMake(0,0, maxScreenMode.size.width, maxScreenMode.size.height);

		tvoutWindow_ = [[UIWindow alloc] initWithFrame:aFrame];
		tvoutWindow_.userInteractionEnabled = NO;
		tvoutWindow_.screen = external;
		tvoutWindow_.hidden = NO;
		tvoutWindow_.backgroundColor = [UIColor darkGrayColor];

		EAGLView	*glView = [[CCDirector sharedDirector] openGLView];
		glView.frame = tvoutWindow_.bounds;
		[tvoutWindow_ addSubview:glView];

        tvoutWindow_.hidden = NO;
	}
}

- (void) stopTVOut;
{
	if (tvoutWindow_)
	{
        EAGLView	*glView = [[CCDirector sharedDirector] openGLView];
        [window_ addSubview:glView];
        glView.frame = window_.bounds;	

        [tvoutWindow_ release];
		tvoutWindow_ = nil;
	}
}

-(void) screenDidConnectNotification: (NSNotification*) notification
{
	NSLog(@&#34;Screen connected: %@&#34;, [notification object]);
	[self startTVOut];
}

-(void) screenDidDisconnectNotification: (NSNotification*) notification
{
	NSLog(@&#34;Screen disconnected: %@&#34;, [notification object]);
	[self stopTVOut];
}

-(void) screenModeDidChangeNotification: (NSNotification*) notification
{
	NSLog(@&#34;Screen mode changed: %@&#34;, [notification object]);
	[self startTVOut];
}

@end</code></pre>
<p>Works fine on an iPad with iOS 4.x and an iPad 2 with iOS 5.  Does not work on an iPhone 4 with iOS 5.
</p></description>
		</item>
		<item>
			<title>deeje on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-122448</link>
			<pubDate>Fri, 21 Oct 2011 20:03:37 +0000</pubDate>
			<dc:creator>deeje</dc:creator>
			<guid isPermaLink="false">122448@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>small comfort to know I'm not alone.</p>
<p>I filed a bug report with Apple #10301299, and they asked for a dump of the logs during the problem.  Here are the interesting lines from that log…</p>
<p>Oct 21 12:53:05 deeje-iPhone-4 tappr.tv[7768] &#60;Warning&#62;: cocos2d: surface size: 854x480</p>
<p>Oct 21 12:53:05 deeje-iPhone-4 com.apple.SpringBoard[15] &#60;Notice&#62;: CADisplayIOMFB: swap_end returned error e00002c2</p>
<p>…</p>
<p>Oct 21 12:53:06 deeje-iPhone-4 kernel[0] &#60;Debug&#62;: eRGBOUT, UI-[0] Can't scale in H3 - src.w = 648,  dst.w = 648, src.h = 431, dst.h = 432 </p>
<p>Oct 21 12:53:06 deeje-iPhone-4 kernel[0] &#60;Debug&#62;: AppleRGBOUT verify_swap failed
</p></description>
		</item>
		<item>
			<title>Nonames on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-122403</link>
			<pubDate>Fri, 21 Oct 2011 13:56:27 +0000</pubDate>
			<dc:creator>Nonames</dc:creator>
			<guid isPermaLink="false">122403@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I am exactly having the same issue. I have found out some strange case and I will post the solution if I can make my app working again. In the meantime, if you happen to resolve this issue, I would appreciate if you can pm as well.</p>
<p>Good luck!
</p></description>
		</item>
		<item>
			<title>deeje on "video out + retina display devices + iOS 5 = not displaying"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21914#post-121793</link>
			<pubDate>Tue, 18 Oct 2011 01:28:14 +0000</pubDate>
			<dc:creator>deeje</dc:creator>
			<guid isPermaLink="false">121793@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi All,</p>
<p>I have an app in the store that uses Cocos2D and supports video out, but video out appears to be broken on Retinal Display devices running iOS 5.</p>
<p>The app is tappr.tv (v3), and was released back in March.  Video out was working on my iPhone 4 as well as an iPod 4th Gen under iOS 4.x.  When I updated to iOS 5 on each of these devices, video out stopped displaying.  I'm using a standard Apple component video out cable.</p>
<p>This is occurring both in the shipping version of the app, as well as a recent build of a new version.  I can confirm that the EAGLView itself is being added to the external UIScreen window because the window background is gray and the EAGLView clears to black.  Furthermore, when I capture an OpenGL ES Frame in XCode 4.2, I can see that the rendering is taking place.  Its just not being displayed on the external screen.</p>
<p>Also note that video out continues to work on both an iPad running iOS 4.x and an iPad 2 running iOS 5.  It seems to be limited to Retina Display iDevices.</p>
<p>I can confirm that other apps, such as Video from Apple, still display video out under IOS 5, so it must be related to my app somehow?</p>
<p>Here is the gist of my code handling video out, all fairly standard stuff…</p>
<pre><code>- (void)setupCocos2D
{
	[CCDirector setDirectorType:kCCDirectorTypeNSTimer];

	CCDirector	*director = [CCDirector sharedDirector];

	EAGLView	*glView = [EAGLView viewWithFrame:CGRectZero
                                   pixelFormat:kEAGLColorFormatRGBA8
                                   depthFormat:GL_DEPTH_COMPONENT16_OES
                            preserveBackbuffer:NO
                                    sharegroup:nil
                                 multiSampling:NO
                               numberOfSamples:0];
	glView.autoresizingMask = UIViewAutoresizingFlexibleLeftMargin &#124;
								UIViewAutoresizingFlexibleRightMargin &#124;
								UIViewAutoresizingFlexibleTopMargin &#124;
								UIViewAutoresizingFlexibleBottomMargin &#124;
								UIViewAutoresizingFlexibleWidth &#124;
								UIViewAutoresizingFlexibleHeight;
	[director setOpenGLView:glView];
	[director setDeviceOrientation:kCCDeviceOrientationPortrait];
        [director enableRetinaDisplay:YES];

	[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
}

- (void) startTVOut
{
        // is there more than one screen?
	NSArray* screens = [UIScreen screens];
	if ([screens count] &#60;= 1)
	{
		return;
	}

	UIScreen        *external = [[UIScreen screens] objectAtIndex: 1];
        CGSize          maxSize = CGSizeMake(0, 0);
	UIScreenMode    *maxScreenMode = nil;
	for(int i = 0; i &#60; [[external availableModes] count]; i++)
	{
		UIScreenMode *current = [[[[UIScreen screens] objectAtIndex:1] availableModes] objectAtIndex: i];
		if (current.size.width &#62; maxSize.width)
		{
			maxSize = current.size;
			maxScreenMode = current;
		}
	}
	external.currentMode = maxScreenMode;
        CGRect          aFrame = CGRectMake(0,0, maxScreenMode.size.width, maxScreenMode.size.height);

	tvoutWindow_ = [[UIWindow alloc] initWithFrame:aFrame];
	tvoutWindow_.userInteractionEnabled = NO;
	tvoutWindow_.screen = external;
	tvoutWindow_.hidden = NO;
	tvoutWindow_.backgroundColor = [UIColor darkGrayColor];

	EAGLView	*glView = [[CCDirector sharedDirector] openGLView];
	glView.frame = tvoutWindow_.bounds;
	[tvoutWindow_ addSubview:glView];

        tvoutWindow_.hidden = NO;
}</code></pre>
<p>Wondering if anyone else is seeing issues in their Cocos2D apps and video out?  Anyone have a Cocos2D app that supports video out that IS working on a Retina Display iDevice?</p>
<p>peace</p>
<p>deeje
</p></description>
		</item>
		<item>
			<title>neophit on "Filling 2D array."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5136#post-31065</link>
			<pubDate>Mon, 22 Mar 2010 09:45:46 +0000</pubDate>
			<dc:creator>neophit</dc:creator>
			<guid isPermaLink="false">31065@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/8146'>julesv</a>, yup. You can create as many TMX files as you like.
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			<title>julesv on "Filling 2D array."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5136#post-30763</link>
			<pubDate>Fri, 19 Mar 2010 06:17:30 +0000</pubDate>
			<dc:creator>julesv</dc:creator>
			<guid isPermaLink="false">30763@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/2782'>neophit</a> I was thinking of tiles, would ti work if I had lots of them for lots of different puzzles?<br />
@<a href='http://www.cocos2d-iphone.org/forum/profile/2995'>randomtruth</a> Thank you :D
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			<title>mhussa on "Filling 2D array."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5136#post-30743</link>
			<pubDate>Fri, 19 Mar 2010 00:29:30 +0000</pubDate>
			<dc:creator>mhussa</dc:creator>
			<guid isPermaLink="false">30743@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/2995'>randomtruth</a>: thats a very kind gesture.  It might be better to use the PM mechanism rather than publishing your email on a public forum.
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			<title>neophit on "Filling 2D array."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5136#post-30740</link>
			<pubDate>Thu, 18 Mar 2010 23:24:19 +0000</pubDate>
			<dc:creator>neophit</dc:creator>
			<guid isPermaLink="false">30740@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Have you looked at <a href="http://mapeditor.org">Tiled</a>? TMX Maps are <a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps">supported</a> in cocos2d.
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			<title>randomtruth on "Filling 2D array."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5136#post-30738</link>
			<pubDate>Thu, 18 Mar 2010 23:00:56 +0000</pubDate>
			<dc:creator>randomtruth</dc:creator>
			<guid isPermaLink="false">30738@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>It seems like you are having some problems with the basics of objective-c send me an email @ <a href="mailto:skylersaleh@gmail.com">skylersaleh@gmail.com</a> and ill give you some help.
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			<title>julesv on "Filling 2D array."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5136#post-30736</link>
			<pubDate>Thu, 18 Mar 2010 22:33:50 +0000</pubDate>
			<dc:creator>julesv</dc:creator>
			<guid isPermaLink="false">30736@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>To tell you the truth I am genuinely confused. I'm 14 and although I have quite a lot of experience with programming in general (Python) I'm finding cocos2D really hard right now :/ I get the main concepts, but it's just where to place my code etc.</p>
<p>Would I remove the nsarray and just declare the int[x][y] instead? Do I actually need to declare anything in the header file?
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			<title>randomtruth on "Filling 2D array."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5136#post-30735</link>
			<pubDate>Thu, 18 Mar 2010 22:20:07 +0000</pubDate>
			<dc:creator>randomtruth</dc:creator>
			<guid isPermaLink="false">30735@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You are definitely on the right track. I would create something like this.<br />
<pre><code>const int MaxX = 10; //amount of X tiles
const int MaxY = 15; //amount of Y tiles
int boards[MaxX][MaxY];</code></pre>
<p>You can manipulate boards[xnumber][ynumber] the exact same way you would handle an integer.<br />
To go through the entire grid you would need to set up an iterator.</p>
<pre><code>int x = 0;// reset variable
while(x&#60;MaxX)
{
int y = 0; // reset variable
while(y&#60;MaxY)
{
int aNumber = boards[x][y]; // gets number at (x,y)
++y;
}
++x;
}</code></pre>
<p>Also if you want to you could make an array of CCSprites by replacing int boards[MaxX][MaxY] with CCSprite * boards[MaxX][MaxY]<br />
then this iterator will give you a sprite instead of an integer.
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			<title>julesv on "Filling 2D array."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5136#post-30733</link>
			<pubDate>Thu, 18 Mar 2010 22:09:17 +0000</pubDate>
			<dc:creator>julesv</dc:creator>
			<guid isPermaLink="false">30733@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello! I'm implementing this (<a href="http://www.puzzle-light-up.com/" rel="nofollow">http://www.puzzle-light-up.com/</a>) game. I've started by making a 120x120 grid placed in centre of my screen. I also created a 2D array. My idea was to make seperate files with lots of puzzles. In the files there would be a notation like this:<br />
0=empty/unlit<br />
1 = lit<br />
2=filled in block with nothing in it<br />
3=filled in block with 1 in it etc.<br />
6 = has light bulb in it</p>
<p>Could you teach me a way to fill this 2D array with a seperate/external file. I was thinking of a loop which fills board[x][y]. Also, if you have any tips on how to represent the array visually after it's loaded please tell me.</p>
<p>Thank you :D
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