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	<title>Comments for Anteru's blog</title>
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	<link>http://anteru.net</link>
	<description>Graphics, programming &#38; software engineering</description>
	<lastBuildDate>Thu, 22 Mar 2012 06:25:01 +0000</lastBuildDate>
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		<title>Comment on Minimal setup screen space quads: No buffers/layouts required by Anteru</title>
		<link>http://anteru.net/2012/03/03/1862/comment-page-1/#comment-61088</link>
		<dc:creator>Anteru</dc:creator>
		<pubDate>Thu, 22 Mar 2012 06:25:01 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/?p=1862#comment-61088</guid>
		<description>@robert: Yes, but you need to setup the geometry shader, which is more code :) With the approach outlined above, you have the minimum amount of overhead on the API side as well.</description>
		<content:encoded><![CDATA[<p>@robert: Yes, but you need to setup the geometry shader, which is more code <img src='http://anteru.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  With the approach outlined above, you have the minimum amount of overhead on the API side as well.</p>
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		<title>Comment on Minimal setup screen space quads: No buffers/layouts required by Robert</title>
		<link>http://anteru.net/2012/03/03/1862/comment-page-1/#comment-61043</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Wed, 21 Mar 2012 22:38:43 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/?p=1862#comment-61043</guid>
		<description>Three vertices? One point is all you need (thanks to the geometry shader :-) : http://renderingpipeline.com/2012/03/are-vertex-shaders-obsolete/

If you&#039;re into calculating the position:

[source lang=&quot;c&quot;]void main()
{
    int i = 2;
    do {
        t           = vec2( ivec2(i/2,i)%2 );
        gl_Position = vec4( t*2.0 - 1.0, 0.0, 1.0 );
        EmitVertex();
    } while ( (i=(i+1)%4) != 2 );

    EndPrimitive();
}[/source]</description>
		<content:encoded><![CDATA[<p>Three vertices? One point is all you need (thanks to the geometry shader <img src='http://anteru.net/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  : <a href="http://renderingpipeline.com/2012/03/are-vertex-shaders-obsolete/" rel="nofollow">http://renderingpipeline.com/2012/03/are-vertex-shaders-obsolete/</a></p>
<p>If you&#8217;re into calculating the position:</p>
<pre class="brush: cpp; title: ; notranslate">void main()
{
    int i = 2;
    do {
        t           = vec2( ivec2(i/2,i)%2 );
        gl_Position = vec4( t*2.0 - 1.0, 0.0, 1.0 );
        EmitVertex();
    } while ( (i=(i+1)%4) != 2 );

    EndPrimitive();
}</pre>
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	<item>
		<title>Comment on Canonical include files for frameworks &amp; libraries by dvide</title>
		<link>http://anteru.net/2012/03/16/1871/comment-page-1/#comment-60351</link>
		<dc:creator>dvide</dc:creator>
		<pubDate>Fri, 16 Mar 2012 18:32:09 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/?p=1871#comment-60351</guid>
		<description>That&#039;s clever. I like it!</description>
		<content:encoded><![CDATA[<p>That&#8217;s clever. I like it!</p>
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	<item>
		<title>Comment on OpenCL for realtime rendering: What&#8217;s missing? by Anteru</title>
		<link>http://anteru.net/2011/12/06/1815/comment-page-1/#comment-59728</link>
		<dc:creator>Anteru</dc:creator>
		<pubDate>Sun, 11 Mar 2012 18:21:18 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/?p=1815#comment-59728</guid>
		<description>@Benoit: You can bind a buffer, that just works. I&#039;m not sure if you can map an unordered access view for interop, but if, then this would provide you an easy workaround. From OpenGL, it&#039;s just a plain buffer, which you can bind directly.</description>
		<content:encoded><![CDATA[<p>@Benoit: You can bind a buffer, that just works. I&#8217;m not sure if you can map an unordered access view for interop, but if, then this would provide you an easy workaround. From OpenGL, it&#8217;s just a plain buffer, which you can bind directly.</p>
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		<title>Comment on OpenCL for realtime rendering: What&#8217;s missing? by Sikkes</title>
		<link>http://anteru.net/2011/12/06/1815/comment-page-1/#comment-59722</link>
		<dc:creator>Sikkes</dc:creator>
		<pubDate>Sun, 11 Mar 2012 16:48:19 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/?p=1815#comment-59722</guid>
		<description>Just hit the same annoyance you are describing: &quot;No support for reading the depth buffer&quot;.
This is a complete show stopper for me as copying it to a PBO or any other buffer will negate most if not all performance benefits of my hierarchical-Z occlusion algorithm.

Now I&#039;m forced to use the most hacky route of them all: build the Hi-Z through pixel shaders, use a point list and the geometry shader to cull the objects, and grab the results using transform feedback. Doh. (I can&#039;t use DirectCompute, since I&#039;m building a cross platform renderer)</description>
		<content:encoded><![CDATA[<p>Just hit the same annoyance you are describing: &#8220;No support for reading the depth buffer&#8221;.<br />
This is a complete show stopper for me as copying it to a PBO or any other buffer will negate most if not all performance benefits of my hierarchical-Z occlusion algorithm.</p>
<p>Now I&#8217;m forced to use the most hacky route of them all: build the Hi-Z through pixel shaders, use a point list and the geometry shader to cull the objects, and grab the results using transform feedback. Doh. (I can&#8217;t use DirectCompute, since I&#8217;m building a cross platform renderer)</p>
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	</item>
	<item>
		<title>Comment on OpenCL for realtime rendering: What&#8217;s missing? by Benoit</title>
		<link>http://anteru.net/2011/12/06/1815/comment-page-1/#comment-59381</link>
		<dc:creator>Benoit</dc:creator>
		<pubDate>Thu, 08 Mar 2012 16:04:37 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/?p=1815#comment-59381</guid>
		<description>With OpenCL how is it possible to do the equivalent of bind an unordered access view as output in a pixel shader (for order-independant transparency linked-lists for example)?</description>
		<content:encoded><![CDATA[<p>With OpenCL how is it possible to do the equivalent of bind an unordered access view as output in a pixel shader (for order-independant transparency linked-lists for example)?</p>
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	<item>
		<title>Comment on Minimal setup screen space quads: No buffers/layouts required by Anteru</title>
		<link>http://anteru.net/2012/03/03/1862/comment-page-1/#comment-58901</link>
		<dc:creator>Anteru</dc:creator>
		<pubDate>Sat, 03 Mar 2012 15:19:24 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/?p=1862#comment-58901</guid>
		<description>Ah right, just updated the post, thanks for the link. I totally missed that one on #altdevblogaday.</description>
		<content:encoded><![CDATA[<p>Ah right, just updated the post, thanks for the link. I totally missed that one on #altdevblogaday.</p>
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	<item>
		<title>Comment on Minimal setup screen space quads: No buffers/layouts required by Martins</title>
		<link>http://anteru.net/2012/03/03/1862/comment-page-1/#comment-58886</link>
		<dc:creator>Martins</dc:creator>
		<pubDate>Sat, 03 Mar 2012 10:43:10 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/?p=1862#comment-58886</guid>
		<description>Why four vertices? You can do it with three vertices: http://altdevblogaday.com/2011/08/08/interesting-vertex-shader-trick/
And if you don&#039;t like bitwise operations (targeting DX9/GL2) you easily convert calculations to use only mul/add/sub operations.</description>
		<content:encoded><![CDATA[<p>Why four vertices? You can do it with three vertices: <a href="http://altdevblogaday.com/2011/08/08/interesting-vertex-shader-trick/" rel="nofollow">http://altdevblogaday.com/2011/08/08/interesting-vertex-shader-trick/</a><br />
And if you don&#8217;t like bitwise operations (targeting DX9/GL2) you easily convert calculations to use only mul/add/sub operations.</p>
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	<item>
		<title>Comment on Changing XP from retail to OEM &#8230; by Chris B</title>
		<link>http://anteru.net/2010/01/18/680/comment-page-1/#comment-57396</link>
		<dc:creator>Chris B</dc:creator>
		<pubDate>Fri, 17 Feb 2012 20:27:30 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/?p=680#comment-57396</guid>
		<description>Thank you so much for that information it really came in handy.</description>
		<content:encoded><![CDATA[<p>Thank you so much for that information it really came in handy.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Review: PVS Studio by Andrey</title>
		<link>http://anteru.net/2011/07/18/1714/comment-page-1/#comment-54516</link>
		<dc:creator>Andrey</dc:creator>
		<pubDate>Fri, 20 Jan 2012 16:35:28 +0000</pubDate>
		<guid isPermaLink="false">http://anteru.net/?p=1714#comment-54516</guid>
		<description>Now PVS-Studio (v. 4.53) detect the error:
&lt;code&gt;
char s [5];
strcpy (s, &quot;Sixchr&quot;);
&lt;/code&gt;

Regarding speed, we also worked a lot. Now you can use Clang and speeds up the analysis. There are other ways to speed up the analysis of the project. Learn more here: &lt;a href=&quot;http://www.viva64.com/en/d/0213/&quot; rel=&quot;nofollow&quot;&gt;Tips on speeding up PVS-Studio&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>Now PVS-Studio (v. 4.53) detect the error:<br />
<code><br />
char s [5];<br />
strcpy (s, "Sixchr");<br />
</code></p>
<p>Regarding speed, we also worked a lot. Now you can use Clang and speeds up the analysis. There are other ways to speed up the analysis of the project. Learn more here: <a href="http://www.viva64.com/en/d/0213/" rel="nofollow">Tips on speeding up PVS-Studio</a>.</p>
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