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	<title>The graphics blog &#187; Graphics</title>
	<atom:link href="http://www.flashbang.se/archives/category/graphics/feed" rel="self" type="application/rss+xml" />
	<link>http://www.flashbang.se</link>
	<description>Exploring the lighter side of graphics</description>
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		<title>Budda brot style fractals</title>
		<link>http://www.flashbang.se/archives/518</link>
		<comments>http://www.flashbang.se/archives/518#comments</comments>
		<pubDate>Tue, 19 Jul 2011 02:56:36 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Project]]></category>

		<guid isPermaLink="false">http://www.flashbang.se/?p=518</guid>
		<description><![CDATA[I have been working on this for months now, total render time is about a week and it&#8217;s still pretty low quality, if you look close you can even see some tga compression artifacts, but it would take me weeks to re render  so i will let it be for now.]]></description>
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		<slash:comments>2</slash:comments>
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		<title>To do list: summer 2011</title>
		<link>http://www.flashbang.se/archives/513</link>
		<comments>http://www.flashbang.se/archives/513#comments</comments>
		<pubDate>Sat, 18 Jun 2011 15:39:05 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Project]]></category>

		<guid isPermaLink="false">http://www.flashbang.se/?p=513</guid>
		<description><![CDATA[So just a few things i want to get out here as to what i will be doing this summer in roughly the order i am going to do them, except the first as that  one i am working in paralell with everything else. Finish and launch thegeekstate.com Turns out i could shoehorn it into [...]]]></description>
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		<title>some updates</title>
		<link>http://www.flashbang.se/archives/463</link>
		<comments>http://www.flashbang.se/archives/463#comments</comments>
		<pubDate>Mon, 16 May 2011 00:42:25 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[fls.se]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Personal]]></category>

		<guid isPermaLink="false">http://www.flashbang.se/?p=463</guid>
		<description><![CDATA[It&#8217;s been a while since i did one of these, but i really like you to get up to date on a few of these things so first things first, it&#8217;s been like six months since my surgery and im doing great, i have already lost like 40Kg (88Lbs) and can really start moving around [...]]]></description>
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		<title>Geometry shaders part 3</title>
		<link>http://www.flashbang.se/archives/326</link>
		<comments>http://www.flashbang.se/archives/326#comments</comments>
		<pubDate>Wed, 23 Mar 2011 23:00:27 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://www.flashbang.se/?p=326</guid>
		<description><![CDATA[Transform feedback, is one of the tools of the trade not often discussed on the net, in fact i couldn&#8217;t find a single tutorial, so i better write one. the essential function of this little feature is to enable you to do very complicated stuff in the geometry shader, stuff that would inevitably make things [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<title>Geometry shaders part 2</title>
		<link>http://www.flashbang.se/archives/315</link>
		<comments>http://www.flashbang.se/archives/315#comments</comments>
		<pubDate>Thu, 17 Mar 2011 23:00:54 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://www.flashbang.se/?p=315</guid>
		<description><![CDATA[In this part we will be doing a bit of simple geometry instancing with a minecraft twist, basically what we are going to do is first generate a volumetric landscape of sorts, then render it using cubes, but not the usual way, we are going to do it as a particle system, which is i guess a little bit more than usual as it involves other stuff than strictly openGL, and since there are a few things i want to try out in this field you will be seeing more of it.
This tutorial assumes that you have all the stuff needed for part 1 and in addition texturing available.]]></description>
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		<title>Geometry shaders part 1</title>
		<link>http://www.flashbang.se/archives/307</link>
		<comments>http://www.flashbang.se/archives/307#comments</comments>
		<pubDate>Sat, 12 Mar 2011 01:34:17 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://www.flashbang.se/?p=307</guid>
		<description><![CDATA[New in OpenGL 3.2 is so called geometry shaders, if you don't know what they are then what the essentially do is allow you to create new or duplicate geometry. Like instead of drawing a bunch of cubes one after another you could just render a point cloud and let the geometry shader "upgrade" them to cubes, which is probably how i would render minecraft i where it's creator.]]></description>
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		<title>under the knife</title>
		<link>http://www.flashbang.se/archives/295</link>
		<comments>http://www.flashbang.se/archives/295#comments</comments>
		<pubDate>Sat, 06 Nov 2010 23:14:08 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Personal]]></category>

		<guid isPermaLink="false">http://www.flashbang.se/?p=295</guid>
		<description><![CDATA[By this time tomorrow i will be at the hospital getting ready to have surgery first thing Monday morning and at the moment i am somewhat nervous to say the least, but hopefully it will allow will turn a new leaf and get on the right track. If all goes well i will be up and about by Tuesday, though in case i don't well i really don't care at that point.]]></description>
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		<title>work in progress</title>
		<link>http://www.flashbang.se/archives/289</link>
		<comments>http://www.flashbang.se/archives/289#comments</comments>
		<pubDate>Mon, 11 Oct 2010 23:17:18 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Project]]></category>

		<guid isPermaLink="false">http://www.flashbang.se/?p=289</guid>
		<description><![CDATA[What you see here is the buddabrot, this fractal is based on the ever so popular Mandelbrot fractal, and while the Mandelbrot is easy to render using the gpu the buddabrot is not since it's based on scattering (the gpu really only does gathering), which means two things]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Screenshots</title>
		<link>http://www.flashbang.se/archives/155</link>
		<comments>http://www.flashbang.se/archives/155#comments</comments>
		<pubDate>Fri, 25 Dec 2009 21:52:54 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://tgb.flashbang.se/?p=155</guid>
		<description><![CDATA[Hi, here is a little Yule gift for all you GL junkies out there, it's a short quick and easy tool for taking a screen shot into the tga format, sure it's uncompressed and doesn't increment the file name, but it's pretty slick.]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Uncharted 2</title>
		<link>http://www.flashbang.se/archives/153</link>
		<comments>http://www.flashbang.se/archives/153#comments</comments>
		<pubDate>Thu, 22 Oct 2009 00:50:10 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Graphics]]></category>

		<guid isPermaLink="false">http://tgb.flashbang.se/?p=153</guid>
		<description><![CDATA[I recently picked up a copy of Uncharted 2: among thieves, specifically one of those limited edition metal ones that is so popular these days. I really wanted to see if it was as good as promised, and with a meta score of 96 it better be.]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Natalled</title>
		<link>http://www.flashbang.se/archives/151</link>
		<comments>http://www.flashbang.se/archives/151#comments</comments>
		<pubDate>Sat, 17 Oct 2009 23:59:52 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[E3]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Rants]]></category>

		<guid isPermaLink="false">http://tgb.flashbang.se/?p=151</guid>
		<description><![CDATA[Earlier this year both Microsoft and Sony presented what they called the “Future of gaming” class of controllers, but whats really going on here.
To answer that we have to look at their technologies and then derive intent from that.]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Running OpenGL3.0 – part3</title>
		<link>http://www.flashbang.se/archives/148</link>
		<comments>http://www.flashbang.se/archives/148#comments</comments>
		<pubDate>Sat, 08 Aug 2009 18:13:29 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://tgb.flashbang.se/?p=148</guid>
		<description><![CDATA[In our third installment we are looking into replacing all the matrix math previously built into openGL, what I am going to show you replaces most of it almost exactly like openGL used to work, naturally if your doing something a bit more advanced like a game or so, I would suggest that you use your scene graph to generate new matrices.]]></description>
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		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Running OpenGL3.0 – part2</title>
		<link>http://www.flashbang.se/archives/146</link>
		<comments>http://www.flashbang.se/archives/146#comments</comments>
		<pubDate>Sat, 11 Jul 2009 00:52:23 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://tgb.flashbang.se/?p=146</guid>
		<description><![CDATA[In this part I will show you what you must do to render even the smallest speck of graphical garbage on the screen in the openGL 3.0 API, it's somewhat simple once you have all the tools.]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Running OpenGL3.0 – part1</title>
		<link>http://www.flashbang.se/archives/133</link>
		<comments>http://www.flashbang.se/archives/133#comments</comments>
		<pubDate>Sun, 24 May 2009 12:37:27 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://tgb.flashbang.se/?p=133</guid>
		<description><![CDATA[Welcome to a series I have planned on OpenGL 3.0 regarding the forward compatible mode, or in layman's terms, using OpenGLwithout all the stuff that got cut.]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Vertex array objects</title>
		<link>http://www.flashbang.se/archives/131</link>
		<comments>http://www.flashbang.se/archives/131#comments</comments>
		<pubDate>Thu, 30 Apr 2009 20:34:03 +0000</pubDate>
		<dc:creator>Peter Wallström</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://tgb.flashbang.se/?p=131</guid>
		<description><![CDATA[With openGL 3 came a few cool features most of these are pretty small and quick to learn, VAOs are among these, I really didn't want to write a full fledged tutorial about it before, but seeing as I'm changing the format to promote shorter and more article like posts, it seemed like as good as place as any to start.]]></description>
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