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	<title>Comments on: Implemented Shadows</title>
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	<link>http://www.glge.org/implemented_shadows/</link>
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	<lastBuildDate>Tue, 07 Sep 2010 23:11:00 +0000</lastBuildDate>
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		<title>By: chest</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-3641</link>
		<dc:creator>chest</dc:creator>
		<pubDate>Mon, 30 Aug 2010 02:23:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-3641</guid>
		<description>&lt;strong&gt;chest http://gdressingqnnedtp.ACEHARDWAREE.INFO/tag/Woman+chest+Tattoos/ : Woman...&lt;/strong&gt;

Woman...</description>
		<content:encoded><![CDATA[<p><strong>chest <a href="http://gdressingqnnedtp.ACEHARDWAREE.INFO/tag/Woman+chest+Tattoos/" rel="nofollow">http://gdressingqnnedtp.ACEHARDWAREE.INFO/tag/Woman+chest+Tattoos/</a> : Woman&#8230;</strong></p>
<p>Woman&#8230;</p>
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		<title>By: SHAWN</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-1633</link>
		<dc:creator>SHAWN</dc:creator>
		<pubDate>Wed, 30 Jun 2010 05:12:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-1633</guid>
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		<title>By: Steve Elbows</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-202</link>
		<dc:creator>Steve Elbows</dc:creator>
		<pubDate>Mon, 01 Feb 2010 16:50:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-202</guid>
		<description>This demo has those pesky integer-float issues and wont run for me on webkit.</description>
		<content:encoded><![CDATA[<p>This demo has those pesky integer-float issues and wont run for me on webkit.</p>
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		<title>By: seth</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-56</link>
		<dc:creator>seth</dc:creator>
		<pubDate>Fri, 15 Jan 2010 20:41:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-56</guid>
		<description>agreed.  i *think* (this has been said before) that we&#039;re looking at the future standard for web 3d.  it&#039;s the beginning and more development has to happen, but 35% of browsers are looking to support it.  and microsoft can only swing the momentum if they don&#039;t do anything and wait for or help adobe to make a move through flash.</description>
		<content:encoded><![CDATA[<p>agreed.  i *think* (this has been said before) that we&#8217;re looking at the future standard for web 3d.  it&#8217;s the beginning and more development has to happen, but 35% of browsers are looking to support it.  and microsoft can only swing the momentum if they don&#8217;t do anything and wait for or help adobe to make a move through flash.</p>
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		<title>By: WebGL around the net, 13 Jan 2010 &#124; Learning WebGL</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-53</link>
		<dc:creator>WebGL around the net, 13 Jan 2010 &#124; Learning WebGL</dc:creator>
		<pubDate>Wed, 13 Jan 2010 18:57:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-53</guid>
		<description>[...] Brunt has managed to add shadows to GLGE! Shadows require some fairly complex trickery with frame buffers to work properly, and [...]</description>
		<content:encoded><![CDATA[<p>[...] Brunt has managed to add shadows to GLGE! Shadows require some fairly complex trickery with frame buffers to work properly, and [...]</p>
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		<title>By: Paul Brunt</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-50</link>
		<dc:creator>Paul Brunt</dc:creator>
		<pubDate>Tue, 12 Jan 2010 20:36:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-50</guid>
		<description>There is a little self shadowing, check out the hat :-) but you&#039;re right it doesn&#039;t seem to have the precision. I had to set the bias so high to get rid of the artifacts that the shadow on the character all but disappeared :-( I&#039;m hoping that when depth pixel formats are supported it&#039;ll improve the situation.

Hopefully, WebGLArrays will much improve the 100x estimate, but we can but try ;-) I&#039;ll have to run some tests soon to see what can be achieved.</description>
		<content:encoded><![CDATA[<p>There is a little self shadowing, check out the hat <img src='http://www.glge.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  but you&#8217;re right it doesn&#8217;t seem to have the precision. I had to set the bias so high to get rid of the artifacts that the shadow on the character all but disappeared <img src='http://www.glge.org/wp-includes/images/smilies/icon_sad.gif' alt=':-(' class='wp-smiley' />  I&#8217;m hoping that when depth pixel formats are supported it&#8217;ll improve the situation.</p>
<p>Hopefully, WebGLArrays will much improve the 100x estimate, but we can but try <img src='http://www.glge.org/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  I&#8217;ll have to run some tests soon to see what can be achieved.</p>
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	<item>
		<title>By: seth</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-49</link>
		<dc:creator>seth</dc:creator>
		<pubDate>Tue, 12 Jan 2010 19:16:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-49</guid>
		<description>from what i could tell of the sample, you aren&#039;t dealing with self shadowing (character to self).  is that correct?  is the precision too little and the artifacts apparent?

btw, don&#039;t overestimate javascript either.  C is probably closer to 100x the performance, especially in this arena.  the overhead required to sift though binary data or deal with large scale scene management can be considerable.  but quake seems doable.

openCL binding would be nice, but that&#039;s a long way off.  openCL requires at least as much direct memory management and unless binary tools extensions are available, it would be quite frustrating.  the time spent doing housekeeping in javascript could end up eating your gains.</description>
		<content:encoded><![CDATA[<p>from what i could tell of the sample, you aren&#8217;t dealing with self shadowing (character to self).  is that correct?  is the precision too little and the artifacts apparent?</p>
<p>btw, don&#8217;t overestimate javascript either.  C is probably closer to 100x the performance, especially in this arena.  the overhead required to sift though binary data or deal with large scale scene management can be considerable.  but quake seems doable.</p>
<p>openCL binding would be nice, but that&#8217;s a long way off.  openCL requires at least as much direct memory management and unless binary tools extensions are available, it would be quite frustrating.  the time spent doing housekeeping in javascript could end up eating your gains.</p>
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	<item>
		<title>By: Paul Brunt</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-48</link>
		<dc:creator>Paul Brunt</dc:creator>
		<pubDate>Tue, 12 Jan 2010 18:01:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-48</guid>
		<description>yeap, I was thinking shader hacks. I really do hope the browser does get openCL soon. I think it would jump start something very cool indeed. Developers are bound to turn to it for heavy processing to speed up there code. Then we&#039;ll get some mad advances.</description>
		<content:encoded><![CDATA[<p>yeap, I was thinking shader hacks. I really do hope the browser does get openCL soon. I think it would jump start something very cool indeed. Developers are bound to turn to it for heavy processing to speed up there code. Then we&#8217;ll get some mad advances.</p>
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	<item>
		<title>By: horace</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-47</link>
		<dc:creator>horace</dc:creator>
		<pubDate>Tue, 12 Jan 2010 11:47:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-47</guid>
		<description>&quot;&quot;&quot;We also have access to the GPU now, so I can see no reason why it couldn’t be used for a little heavy lifting on the collision detection as well as rendering graphics.&quot;&quot;&quot;

how? with shader hacks?

it would be pretty cool if there was access to openCL from javascript. :)</description>
		<content:encoded><![CDATA[<p>&#8220;&#8221;"We also have access to the GPU now, so I can see no reason why it couldn’t be used for a little heavy lifting on the collision detection as well as rendering graphics.&#8221;"&#8221;</p>
<p>how? with shader hacks?</p>
<p>it would be pretty cool if there was access to openCL from javascript. <img src='http://www.glge.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>By: horace</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-45</link>
		<dc:creator>horace</dc:creator>
		<pubDate>Tue, 12 Jan 2010 09:53:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-45</guid>
		<description>yes, probably quake would be very doable already with webgl and javascript but working with a old-school bsp system like that (which requires long precompiling and limits the useable geometry to convex blocks) isn&#039;t very fun anymore. :)

&quot;&quot;&quot;As for sound, things are still a little lacking but I believe things are moving along well so it will only be an issue short term.&quot;&quot;&quot;

are there any developments in this regard? i didn&#039;t find anything with google.

...
by the way, what is happening with o3d? there is no news anymore since months on their blog. is it still alive or will webgl be the future?</description>
		<content:encoded><![CDATA[<p>yes, probably quake would be very doable already with webgl and javascript but working with a old-school bsp system like that (which requires long precompiling and limits the useable geometry to convex blocks) isn&#8217;t very fun anymore. <img src='http://www.glge.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>&#8220;&#8221;"As for sound, things are still a little lacking but I believe things are moving along well so it will only be an issue short term.&#8221;"&#8221;</p>
<p>are there any developments in this regard? i didn&#8217;t find anything with google.</p>
<p>&#8230;<br />
by the way, what is happening with o3d? there is no news anymore since months on their blog. is it still alive or will webgl be the future?</p>
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