@ MattMihaly: thanks for the sent encouragement

I'm really glad to hear that my work is really worth the effort and that it's interesting for people to use.
@ kneeride: basically I agree with you about the macromedia (btw, it's adobe now

) Flash SDK/API thing. Maybe they will decide to release such an option some day in future, because it would just populate Flash even more.
I think it's time for a little...
STATUS UPDATE:
the last two weeks I have been lying in a sickbay, because I had pneumonia (infection of the lung). Maybe this wasn't the best that could've happend for my health, but it was the best for ogreSWF, because during these two weeks I had 24h/day available to work on it where else I just might have had 1-2h/day
Here's what has been done during this time:
*) performance of rendering was nearly doubled!!, by
--> using the Ogre transformation system to do operations like move, scale, rotate, skew on the rendered flash objects
--> using the Ogre visibility mask system for the SwfTexture class instead of the SceneGraph visibility system
--> adding a system to detect mesh changes (eg. morph) to keep mesh data streaming as low as possible
*) Ogre's resource loading system was integrated
*) the SwfHUD class was created and is currently in the works
*) the latest stable gameSWF version (2006-02-27) was integrated + some minor bugs had / have to be solved
*) and finally a demo application was created and is currently in the works, which shows several possible uses of ogreSWF
I hope to keep the progress as straight forward as it is at the moment, so I will be able to release the first non-WIP stable CVS version of ogreSWF soon
