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	<title>Comments on: Unity: How to blow up a mesh like a balloon</title>
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		<title>By: col000r</title>
		<link>http://blackish.at/blog/2009/10/unity-how-to-blow-up-a-mesh-like-a-balloon.html#comment-41</link>
		<dc:creator><![CDATA[col000r]]></dc:creator>
		<pubDate>Thu, 22 Oct 2009 17:15:13 +0000</pubDate>
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		<description><![CDATA[yeah, this is for an iPhone game... And to my surprise it even runs well! &lt;br /&gt;plus I don&#039;t know enough about vertex shaders... :) Thanks for the tip though!]]></description>
		<content:encoded><![CDATA[<p>yeah, this is for an iPhone game&#8230; And to my surprise it even runs well! <br />plus I don&#39;t know enough about vertex shaders&#8230; :) Thanks for the tip though!</p>
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		<title>By: M Hughes</title>
		<link>http://blackish.at/blog/2009/10/unity-how-to-blow-up-a-mesh-like-a-balloon.html#comment-40</link>
		<dc:creator><![CDATA[M Hughes]]></dc:creator>
		<pubDate>Thu, 22 Oct 2009 16:14:28 +0000</pubDate>
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		<description><![CDATA[if you were planning on only running this on a desktop and not an iPhone, I&#039;d recommend doing the actual manipulation of vertex positions within a vertex shader program.&lt;br /&gt;&lt;br /&gt;I&#039;d pass along with the position data its normal to move along and perform the &quot;blow up&quot; from there -- as long as you submit your averaged normals rather than the mesh normals I don&#039;t see why this wouldn&#039;t work out for you]]></description>
		<content:encoded><![CDATA[<p>if you were planning on only running this on a desktop and not an iPhone, I&#39;d recommend doing the actual manipulation of vertex positions within a vertex shader program.</p>
<p>I&#39;d pass along with the position data its normal to move along and perform the &quot;blow up&quot; from there &#8212; as long as you submit your averaged normals rather than the mesh normals I don&#39;t see why this wouldn&#39;t work out for you</p>
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