<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The graphics blog &#187; Tutorials</title>
	<atom:link href="http://www.flashbang.se/archives/category/tutorials/feed" rel="self" type="application/rss+xml" />
	<link>http://www.flashbang.se</link>
	<description>Exploring the lighter side of graphics</description>
	<lastBuildDate>Wed, 01 Feb 2012 14:43:28 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<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>
		<wfw:commentRss>http://www.flashbang.se/archives/326/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<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>
		<wfw:commentRss>http://www.flashbang.se/archives/315/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
		<wfw:commentRss>http://www.flashbang.se/archives/307/feed</wfw:commentRss>
		<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>
		<wfw:commentRss>http://www.flashbang.se/archives/155/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<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>
		<wfw:commentRss>http://www.flashbang.se/archives/148/feed</wfw:commentRss>
		<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>
		<wfw:commentRss>http://www.flashbang.se/archives/146/feed</wfw:commentRss>
		<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>
		<wfw:commentRss>http://www.flashbang.se/archives/133/feed</wfw:commentRss>
		<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>
		<wfw:commentRss>http://www.flashbang.se/archives/131/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>PCF</title>
		<link>http://www.flashbang.se/archives/89</link>
		<comments>http://www.flashbang.se/archives/89#comments</comments>
		<pubDate>Tue, 20 Mar 2007 14:42:25 +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=89</guid>
		<description><![CDATA[In the last previous tutorial we explored the depth shadow maps in all it's aliasing glory.]]></description>
		<wfw:commentRss>http://www.flashbang.se/archives/89/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Depth Shadow maps</title>
		<link>http://www.flashbang.se/archives/87</link>
		<comments>http://www.flashbang.se/archives/87#comments</comments>
		<pubDate>Sun, 18 Feb 2007 23:35:28 +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=87</guid>
		<description><![CDATA[Shadows are always nice, but they can sometimes be a hazzle to implement, i am going to show you the simplest way to implement them in a method called projected depth shadow maps.
I am also going to bring up a way to create some nice shadows and light effects.]]></description>
		<wfw:commentRss>http://www.flashbang.se/archives/87/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Per pixel lighting</title>
		<link>http://www.flashbang.se/archives/60</link>
		<comments>http://www.flashbang.se/archives/60#comments</comments>
		<pubDate>Wed, 24 May 2006 11:00:36 +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=60</guid>
		<description><![CDATA[Today we will talk about per pixel lighting, or fragment lighting as the correct term is today.]]></description>
		<wfw:commentRss>http://www.flashbang.se/archives/60/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Textures and shaders</title>
		<link>http://www.flashbang.se/archives/58</link>
		<comments>http://www.flashbang.se/archives/58#comments</comments>
		<pubDate>Wed, 10 May 2006 23:03:53 +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/archives/58</guid>
		<description><![CDATA[This tutorial will be short, basically we are going to add texturing to the shader equation.]]></description>
		<wfw:commentRss>http://www.flashbang.se/archives/58/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Shaders</title>
		<link>http://www.flashbang.se/archives/52</link>
		<comments>http://www.flashbang.se/archives/52#comments</comments>
		<pubDate>Thu, 04 May 2006 09:25:33 +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=52</guid>
		<description><![CDATA[Yes shading, the holy grail of real time 3d computer graphics, except they are not actually called shaders, programs are the correct term as in vertex programs instead of vertex shaders and fragment programs instead of pixel shaders, and FYI i am not gonna care about the correct terminology in this tut.]]></description>
		<wfw:commentRss>http://www.flashbang.se/archives/52/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>FBO feeedbackbuffer</title>
		<link>http://www.flashbang.se/archives/50</link>
		<comments>http://www.flashbang.se/archives/50#comments</comments>
		<pubDate>Wed, 26 Apr 2006 12:02:42 +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=50</guid>
		<description><![CDATA[This is a continuation of the first FBO tutorial, this time we will use two of them, one for rendering and the other will be used as a feedback buffer, witch if you have seen a disco music video from the seventies you will know what i mean.]]></description>
		<wfw:commentRss>http://www.flashbang.se/archives/50/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Simple FBO rendering</title>
		<link>http://www.flashbang.se/archives/48</link>
		<comments>http://www.flashbang.se/archives/48#comments</comments>
		<pubDate>Wed, 26 Apr 2006 12:01:18 +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=48</guid>
		<description><![CDATA[Frame buffer objects is something new to openGL, it didn't make it in time to 2.0 but it will probably be in 2.1 so it's likely that it will change a little, but this tut should remain valid trough that for the most part.]]></description>
		<wfw:commentRss>http://www.flashbang.se/archives/48/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>

