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	<title>Comments on: Motion Blur of a Spinning Sphere in iPhone OpenGL ES</title>
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	<link>http://blog.glowinteractive.com/index.php/2010/02/motion-blur-of-a-spinning-sphere-in-iphone-opengl-es/</link>
	<description>codify, media, gaming, industry ramblings, finance</description>
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		<title>By: makc</title>
		<link>http://blog.glowinteractive.com/index.php/2010/02/motion-blur-of-a-spinning-sphere-in-iphone-opengl-es/comment-page-1/#comment-57</link>
		<dc:creator>makc</dc:creator>
		<pubDate>Tue, 23 Feb 2010 19:11:15 +0000</pubDate>
		<guid isPermaLink="false">http://blog.glowinteractive.com/?p=655#comment-57</guid>
		<description>1 you can use single-step distribution formulas such as this one by Robert Bauer:
for (i = 1; i &lt;= N; i++) {
	var phi:Number = Math.acos ( -1 + (2 * i -1) / N);
	var theta:Number = Math.sqrt (N * Math.PI) * phi;
}
2 you can cross-fade textures to accept arbitrary directions</description>
		<content:encoded><![CDATA[<p>1 you can use single-step distribution formulas such as this one by Robert Bauer:<br />
for (i = 1; i &lt;= N; i++) {<br />
	var phi:Number = Math.acos ( -1 + (2 * i -1) / N);<br />
	var theta:Number = Math.sqrt (N * Math.PI) * phi;<br />
}<br />
2 you can cross-fade textures to accept arbitrary directions</p>
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