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	<title>Comments on: Implemented Shadows</title>
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		<item>
		<title>By: LUIS</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-7410</link>
		<dc:creator>LUIS</dc:creator>
		<pubDate>Thu, 11 Nov 2010 11:23:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-7410</guid>
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		<content:encoded><![CDATA[<p><strong><br />
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	<item>
		<title>By: headrest</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-4415</link>
		<dc:creator>headrest</dc:creator>
		<pubDate>Wed, 15 Sep 2010 02:47:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-4415</guid>
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		<content:encoded><![CDATA[<p><strong>headrest <a href="http://iqc.gvg.ii99.co" rel="nofollow">http://iqc.gvg.ii99.co</a> : headrest&#8230;</strong></p>
<p>audiovox&#8230;</p>
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		<title>By: CARLOS</title>
		<link>http://www.glge.org/implemented_shadows/comment-page-1/#comment-4111</link>
		<dc:creator>CARLOS</dc:creator>
		<pubDate>Thu, 09 Sep 2010 07:04:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.glge.org/?p=52#comment-4111</guid>
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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;

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		<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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	<item>
		<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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	<item>
		<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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	<item>
		<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>
]]></content:encoded>
	</item>
	<item>
		<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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