From the MM1, MM2 and PHB1:
Resist
A creature that has resistance takes less damage from a specific damage type. For example, a creature that has resist 10 fire takes 10 less damage whenever it takes fire damage.
and from the Rules Compendium:
Resistance
Resistance means a creature takes less damage from a specific damage type. Resistance appears in a stat block or power as “Resist x,” where x is the amount that the damage is reduced, followed by the type of damage that is being resisted. Damage cannot be reduced below 0. For example, a creature that has resist 5 fire takes 5 less fire damage whenever it takes that type of damage. Some creatures are inherently resistant to certain damage types, as noted in their stat blocks, and some powers and other effects grant temporary resistance.
In particular, this bit:
"For example, a creature that has resist 5 fire takes 5 less fire damage whenever it takes that type of damage."
Therefore, when reduced to 0 fire damage, you take 0 damage. 0, of course, is none. So you do not take damage. If "you take 0/no damage" needs to be clarified from "you take damage" then at every second of the life of an adventurer (and commoner, and structure, all things in existence, etc) would need to be canvassed in the rules text with "you take no damage" and our texts would become burdensome, to say the least

As such, any effect that has a trigger prerequisite of "taking damage" is not triggered. This interfaces with damage that immediate actions (which can negate by way of (i) resistance, (ii) damage reduction, (iii) not being at the location of the attack anymore or (iv) imposition of a negative that turns "a hit" and thus "taking damage" into "a miss" or "not taking damage") negates as well. If an immediate action renders damage temporarily taken inert then the target does not take damage (and in the case of an interrupt, a meta-fiction ret-con occurs which then is mapped to the fiction). In the fiction this would manifest as any number of things but mechanically it just means that "you take 0/no damage."
Regarding Temporary HPs, my understanding is that the trigger "you take damage" is still met. The RaW is explicitly "take damage", not "reduce hit points". If it was "reduce hit points" then RaW, Temporary HPs would negate the trigger as they are "not real hit points" (as shown below) but an additional meta-game buffer (upon the pre-existing meta-game buffer of HPs). "Taking damage" and "reducing HPs" are mechanically distinguished (you can take damage and (i) reduce temporary HPs, take damage and lose a Healing Surge - as in a Skill Challenge or any other mechanic that causes a PC to "take damage" by losing a Healing Surge/meta-vitality/plot protection). We can meander into the age-old of "what is a hit point in D&D?" but that won't get us anywhere when trying to interpret the rules text regarding explicit triggers. When discussing Temporary HPs below they advise that you still "take damage" in that it doesn't "reduce the damage to 0" but rather you "subtract temporary HPs before reducing HPs."
Temporary HP per the Rules Compendium:
Temporary Hit Points
A variety of sources can grant temporary hit points—small reservoirs of stamina that insulate a creature from losing actual hit points.
Not Real Hit Points: Temporary hit points aren’t healing, but rather a layer of “insulation” that attacks have to get through before they start dealing real damage to a target. Don’t add temporary hit points to a creature’s current hit points (if an adventurer has 0 hit points or fewer, he or she still has 0 or fewer after receiving temporary hit points). Keep track of them as a separate pool of hit points.
Don’t Count toward Maximum: Temporary hit points don’t count when comparing a creature’s current hit points to its maximum hit points, when determining whether the creature is bloodied, or for other effects that depend on its current hit points.
Lose Temporary Hit Points First: When a creature takes damage, first subtract its temporary hit points from the damage. Any remaining damage reduces its current hit points.
That is my sense of the RaW. If you are the GM or your GM wants it to work differently, then have it and produce the most fun possible. But "take damage" (implying take 1 or more damage) is pretty clear and the rules texts would be overburdened indeed if they had to explicate "you take 0/no damage" in all the situations it would apply (breathing, blinking, existing, etc

).