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	<title>Comments for The graphics blog</title>
	<atom:link href="http://www.flashbang.se/comments/feed" rel="self" type="application/rss+xml" />
	<link>http://www.flashbang.se</link>
	<description>Exploring the lighter side of graphics</description>
	<lastBuildDate>Tue, 07 Feb 2012 00:15:24 +0000</lastBuildDate>
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	<item>
		<title>Comment on Screenshots by NaliPL</title>
		<link>http://www.flashbang.se/archives/155/comment-page-1#comment-785</link>
		<dc:creator>NaliPL</dc:creator>
		<pubDate>Tue, 07 Feb 2012 00:15:24 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=155#comment-785</guid>
		<description>reinterpret_cast 
change to reinterpret_cast

require include :
#include 
#include 

if not using &quot;using namespace std; 

Then place std before;  std::fstream std::ios</description>
		<content:encoded><![CDATA[<p>reinterpret_cast<br />
change to reinterpret_cast</p>
<p>require include :<br />
#include<br />
#include </p>
<p>if not using &#8220;using namespace std; </p>
<p>Then place std before;  std::fstream std::ios</p>
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	</item>
	<item>
		<title>Comment on Budda brot style fractals by Peter Wallström</title>
		<link>http://www.flashbang.se/archives/518/comment-page-1#comment-762</link>
		<dc:creator>Peter Wallström</dc:creator>
		<pubDate>Mon, 26 Dec 2011 21:40:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.flashbang.se/?p=518#comment-762</guid>
		<description>I use a pretty simple setup,i basically just feed random points into a vertex buffer and then render them as points, then instead of using the fragment shader to render the mandelbrot (and similar) fractals as i normally do, i use the geometry shader , but instead of counting how long each point it takes to escape i just simply plot the escape path with points, after some creative tonemapping and a lot of time i get the final result.
But it is a pretty chaotic system that relies on a scattering effect so i doubt that it will ever get a real time approximation (or faster for that matter), unless you start using stuff like quantum computing processors, either way that math is far beyond anything we have today.</description>
		<content:encoded><![CDATA[<p>I use a pretty simple setup,i basically just feed random points into a vertex buffer and then render them as points, then instead of using the fragment shader to render the mandelbrot (and similar) fractals as i normally do, i use the geometry shader , but instead of counting how long each point it takes to escape i just simply plot the escape path with points, after some creative tonemapping and a lot of time i get the final result.<br />
But it is a pretty chaotic system that relies on a scattering effect so i doubt that it will ever get a real time approximation (or faster for that matter), unless you start using stuff like quantum computing processors, either way that math is far beyond anything we have today.</p>
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	<item>
		<title>Comment on Budda brot style fractals by Henrik Nordvik</title>
		<link>http://www.flashbang.se/archives/518/comment-page-1#comment-761</link>
		<dc:creator>Henrik Nordvik</dc:creator>
		<pubDate>Mon, 26 Dec 2011 20:58:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.flashbang.se/?p=518#comment-761</guid>
		<description>How did you make it? It is beautiful. I wonder if it would be possible to make a real-time approximation of this.</description>
		<content:encoded><![CDATA[<p>How did you make it? It is beautiful. I wonder if it would be possible to make a real-time approximation of this.</p>
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	</item>
	<item>
		<title>Comment on Screenshots by Peter Wallström</title>
		<link>http://www.flashbang.se/archives/155/comment-page-1#comment-717</link>
		<dc:creator>Peter Wallström</dc:creator>
		<pubDate>Sat, 10 Dec 2011 11:47:54 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=155#comment-717</guid>
		<description>Tanks, and pretty soon i will release an even better version in my toolkit that can deal with compression</description>
		<content:encoded><![CDATA[<p>Tanks, and pretty soon i will release an even better version in my toolkit that can deal with compression</p>
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	</item>
	<item>
		<title>Comment on Screenshots by yifan</title>
		<link>http://www.flashbang.se/archives/155/comment-page-1#comment-716</link>
		<dc:creator>yifan</dc:creator>
		<pubDate>Sat, 10 Dec 2011 05:52:00 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=155#comment-716</guid>
		<description>very nice function. I use it to save my ray tracing picture.</description>
		<content:encoded><![CDATA[<p>very nice function. I use it to save my ray tracing picture.</p>
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	</item>
	<item>
		<title>Comment on PCF by Peter Wallström</title>
		<link>http://www.flashbang.se/archives/89/comment-page-1#comment-588</link>
		<dc:creator>Peter Wallström</dc:creator>
		<pubDate>Sun, 28 Aug 2011 21:15:48 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=89#comment-588</guid>
		<description>yea, your right, tanks for catching that.
Though in reality just using a regular array like this is a bit pointless, to get a better result you should really use a small array of random coordinates that changes for each screen coordinate.
I guess i have to add it to the list of new tutorials to write, im up to like 9 so far and some of them are multiparters.</description>
		<content:encoded><![CDATA[<p>yea, your right, tanks for catching that.<br />
Though in reality just using a regular array like this is a bit pointless, to get a better result you should really use a small array of random coordinates that changes for each screen coordinate.<br />
I guess i have to add it to the list of new tutorials to write, im up to like 9 so far and some of them are multiparters.</p>
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	</item>
	<item>
		<title>Comment on PCF by Barotto</title>
		<link>http://www.flashbang.se/archives/89/comment-page-1#comment-587</link>
		<dc:creator>Barotto</dc:creator>
		<pubDate>Sun, 28 Aug 2011 21:00:02 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=89#comment-587</guid>
		<description>thanks for the tutorial.

there&#039;s a little bug in the shader code: blur_spread is a 5 elements array, so it should be x&lt;5 (or x&lt;=4) and not x&lt;4. the same goes for the inner y.</description>
		<content:encoded><![CDATA[<p>thanks for the tutorial.</p>
<p>there&#8217;s a little bug in the shader code: blur_spread is a 5 elements array, so it should be x&lt;5 (or x&lt;=4) and not x&lt;4. the same goes for the inner y.</p>
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	</item>
	<item>
		<title>Comment on Geometry shaders part 3 by Peter Wallström</title>
		<link>http://www.flashbang.se/archives/326/comment-page-1#comment-569</link>
		<dc:creator>Peter Wallström</dc:creator>
		<pubDate>Sat, 11 Jun 2011 14:07:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.flashbang.se/?p=326#comment-569</guid>
		<description>Dragon curve version of the shader, because it only produces two lines for each incoming line you need to change the code from kochsize*=4; to kochsize*=2; in the transform function.
it also works well if you render it with up to 6 million lines instead of 6000 as you get a nice highly detailed filled fractal.

#version 150

in vec4 pos[];

void main( void )
{

vec3 vin=vec3(0.0,0.0,1.0); //vector pointing in

vec3 v1=(pos[1].xyz-pos[0].xyz)/2.0; //vector pointing half the way to pos[1]
vec3 v2=cross(vin,normalize(v1)); // vector perpendicular to v1
float mag=length(pos[0].xyz-pos[1].xyz)/2;   // half the length of the line segment

vec4 posK=pos[0]+vec4(v1.xyz,0.0)+(vec4(v2.xyz,0.0)*(mag));//this is the K curve point

//line 1

gl_Position = posK;
EmitVertex();
gl_Position = pos[0];
EmitVertex();
EndPrimitive();


gl_Position = posK;
EmitVertex();
gl_Position = pos[1];
EmitVertex();

EndPrimitive();
}</description>
		<content:encoded><![CDATA[<p>Dragon curve version of the shader, because it only produces two lines for each incoming line you need to change the code from kochsize*=4; to kochsize*=2; in the transform function.<br />
it also works well if you render it with up to 6 million lines instead of 6000 as you get a nice highly detailed filled fractal.</p>
<p>#version 150</p>
<p>in vec4 pos[];</p>
<p>void main( void )<br />
{</p>
<p>vec3 vin=vec3(0.0,0.0,1.0); //vector pointing in</p>
<p>vec3 v1=(pos[1].xyz-pos[0].xyz)/2.0; //vector pointing half the way to pos[1]<br />
vec3 v2=cross(vin,normalize(v1)); // vector perpendicular to v1<br />
float mag=length(pos[0].xyz-pos[1].xyz)/2;   // half the length of the line segment</p>
<p>vec4 posK=pos[0]+vec4(v1.xyz,0.0)+(vec4(v2.xyz,0.0)*(mag));//this is the K curve point</p>
<p>//line 1</p>
<p>gl_Position = posK;<br />
EmitVertex();<br />
gl_Position = pos[0];<br />
EmitVertex();<br />
EndPrimitive();</p>
<p>gl_Position = posK;<br />
EmitVertex();<br />
gl_Position = pos[1];<br />
EmitVertex();</p>
<p>EndPrimitive();<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Depth Shadow maps by Aviel</title>
		<link>http://www.flashbang.se/archives/87/comment-page-1#comment-567</link>
		<dc:creator>Aviel</dc:creator>
		<pubDate>Fri, 03 Jun 2011 17:19:36 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=87#comment-567</guid>
		<description>I have screwed around with it, and I only bug other people as a last resort. I probably screwed something up with the buffers, because I&#039;ve verified that my shader isn&#039;t the problem.</description>
		<content:encoded><![CDATA[<p>I have screwed around with it, and I only bug other people as a last resort. I probably screwed something up with the buffers, because I&#8217;ve verified that my shader isn&#8217;t the problem.</p>
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	<item>
		<title>Comment on Depth Shadow maps by Peter Wallström</title>
		<link>http://www.flashbang.se/archives/87/comment-page-1#comment-566</link>
		<dc:creator>Peter Wallström</dc:creator>
		<pubDate>Fri, 03 Jun 2011 14:10:22 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=87#comment-566</guid>
		<description>There is no common reason for that, if it&#039;s done right it just works, if you did something wrong it should render something even though it&#039;s probably wrong, the only things i can think of is if your running openGL 3.x in forward compatible mode and the shader doesn&#039;t compile (and you have no error checking) it wouldn&#039;t render anything.
or if you happen to render something over the screen it might also go black.
Alternatively since it uses a fbo for the shadow map if you don&#039;t switch to the back buffer nothing will ever render.
So it&#039;s probably something you did wrong for some reason, try messing around with the code and comment out parts and see what happens.</description>
		<content:encoded><![CDATA[<p>There is no common reason for that, if it&#8217;s done right it just works, if you did something wrong it should render something even though it&#8217;s probably wrong, the only things i can think of is if your running openGL 3.x in forward compatible mode and the shader doesn&#8217;t compile (and you have no error checking) it wouldn&#8217;t render anything.<br />
or if you happen to render something over the screen it might also go black.<br />
Alternatively since it uses a fbo for the shadow map if you don&#8217;t switch to the back buffer nothing will ever render.<br />
So it&#8217;s probably something you did wrong for some reason, try messing around with the code and comment out parts and see what happens.</p>
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	<item>
		<title>Comment on Depth Shadow maps by Aviel</title>
		<link>http://www.flashbang.se/archives/87/comment-page-1#comment-565</link>
		<dc:creator>Aviel</dc:creator>
		<pubDate>Fri, 03 Jun 2011 06:53:08 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=87#comment-565</guid>
		<description>Is there any common reason why this code might just render blackness, or have I made a very specific and serious screwup?</description>
		<content:encoded><![CDATA[<p>Is there any common reason why this code might just render blackness, or have I made a very specific and serious screwup?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on FBO feeedbackbuffer by Franticfreddy</title>
		<link>http://www.flashbang.se/archives/50/comment-page-1#comment-503</link>
		<dc:creator>Franticfreddy</dc:creator>
		<pubDate>Fri, 18 Mar 2011 14:18:02 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=50#comment-503</guid>
		<description>thanks it help me a lot !</description>
		<content:encoded><![CDATA[<p>thanks it help me a lot !</p>
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	</item>
	<item>
		<title>Comment on Running OpenGL3.0 – part3 by Daniel</title>
		<link>http://www.flashbang.se/archives/148/comment-page-1#comment-466</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Sat, 12 Feb 2011 04:24:29 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=148#comment-466</guid>
		<description>I used these at first to learn and get some basic design down for my renderer, but I moved to GLM... and my god is it much *much* faster. I&#039;d say for most, GLM is the better alternative if your not looking to roll your own.</description>
		<content:encoded><![CDATA[<p>I used these at first to learn and get some basic design down for my renderer, but I moved to GLM&#8230; and my god is it much *much* faster. I&#8217;d say for most, GLM is the better alternative if your not looking to roll your own.</p>
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	</item>
	<item>
		<title>Comment on Running OpenGL3.0 – part3 by Peter Wallström</title>
		<link>http://www.flashbang.se/archives/148/comment-page-1#comment-433</link>
		<dc:creator>Peter Wallström</dc:creator>
		<pubDate>Wed, 05 Jan 2011 13:49:56 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=148#comment-433</guid>
		<description>no, well it could work that way (and in some game engines with a strongly hierarchal object tree structure its the preferred way), but openGL before 3.0 sure didn&#039;t, it does things the way i have done here, just &quot;under the hood&quot;.</description>
		<content:encoded><![CDATA[<p>no, well it could work that way (and in some game engines with a strongly hierarchal object tree structure its the preferred way), but openGL before 3.0 sure didn&#8217;t, it does things the way i have done here, just &#8220;under the hood&#8221;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Running OpenGL3.0 – part3 by Kryten</title>
		<link>http://www.flashbang.se/archives/148/comment-page-1#comment-325</link>
		<dc:creator>Kryten</dc:creator>
		<pubDate>Tue, 28 Dec 2010 15:31:04 +0000</pubDate>
		<guid isPermaLink="false">http://tgb.flashbang.se/?p=148#comment-325</guid>
		<description>Hm ok, maybe I didn&#039;t understand correctly what these functions do. I thought OpenGL was some how managing a stack of matrices and these were for adding a new (identity) one to apply specific transformation (that how I use them in my current code).

What I started to code is an implementation of what I described above with final coordinates computed by multiplying all matrices in the stack and finally multiplying with the vertex coordinate.

Is it correct ?

Alexandre</description>
		<content:encoded><![CDATA[<p>Hm ok, maybe I didn&#8217;t understand correctly what these functions do. I thought OpenGL was some how managing a stack of matrices and these were for adding a new (identity) one to apply specific transformation (that how I use them in my current code).</p>
<p>What I started to code is an implementation of what I described above with final coordinates computed by multiplying all matrices in the stack and finally multiplying with the vertex coordinate.</p>
<p>Is it correct ?</p>
<p>Alexandre</p>
]]></content:encoded>
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