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	<title>Anteru's blog</title>
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	<link>http://anteru.net</link>
	<description>Graphics, programming &#38; software engineering</description>
	<pubDate>Wed, 31 Dec 2008 09:03:35 +0000</pubDate>
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			<item>
		<title>Invest in testing</title>
		<link>http://anteru.net/2008/12/29/339/</link>
		<comments>http://anteru.net/2008/12/29/339/#comments</comments>
		<pubDate>Mon, 29 Dec 2008 11:11:34 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
		
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=339</guid>
		<description><![CDATA[The title line says it all. Invest time in testing, the earlier, the better. Recently, I&#8217;ve been (re-)implementing some fairly simple class here, with a few unit tests. I tend to test at least the basic functionality with unit tests (i.e. testing good code paths), so I never commit really broken code. I was pretty [...]]]></description>
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		<item>
		<title>Post schedule, SSE, other stuff</title>
		<link>http://anteru.net/2008/12/19/334/</link>
		<comments>http://anteru.net/2008/12/19/334/#comments</comments>
		<pubDate>Fri, 19 Dec 2008 08:58:02 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
		
		<category><![CDATA[General]]></category>

		<category><![CDATA[Programming]]></category>

		<category><![CDATA[SSE]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=334</guid>
		<description><![CDATA[Well, I know, I&#8217;ve been not posting for some weeks now, and I&#8217;m getting complaints now about this, so here we go  
Posting schedule
As you can easily see, my posting schedule is no longer really regular. I tried for some time to keep on at least one post per week, the problem is, I [...]]]></description>
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		</item>
		<item>
		<title>Debugging shaders: Artifacts grouped into quads</title>
		<link>http://anteru.net/2008/11/29/327/</link>
		<comments>http://anteru.net/2008/11/29/327/#comments</comments>
		<pubDate>Sat, 29 Nov 2008 15:00:58 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
		
		<category><![CDATA[Graphics]]></category>

		<category><![CDATA[Shaders]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=327</guid>
		<description><![CDATA[If you&#8217;re debugging a shader, and the wrong pixels come grouped into (screen-aligned) 2&#215;2 blocks, don&#8217;t look too long at the code at hand &#8212; it might be that your gradients are wrong. Recently, I had a shader aliasing problem, which I couldn&#8217;t track down properly. Even after hours of debugging with PIX, the shader [...]]]></description>
		<wfw:commentRss>http://anteru.net/2008/11/29/327/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Got an answer from &#8230; John Carmack! Woho!</title>
		<link>http://anteru.net/2008/11/26/323/</link>
		<comments>http://anteru.net/2008/11/26/323/#comments</comments>
		<pubDate>Wed, 26 Nov 2008 19:52:14 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
		
		<category><![CDATA[Realtime]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=323</guid>
		<description><![CDATA[Well, I just got an answer on a question about virtual texture mapping from John Carmack himself! Woho! I&#8217;ll never remove it from my inbox again  
A great finish for a quite nice day.
]]></description>
		<wfw:commentRss>http://anteru.net/2008/11/26/323/feed/</wfw:commentRss>
		</item>
		<item>
		<title>War story: Cache if it you can</title>
		<link>http://anteru.net/2008/11/22/321/</link>
		<comments>http://anteru.net/2008/11/22/321/#comments</comments>
		<pubDate>Sat, 22 Nov 2008 19:28:47 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
		
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=321</guid>
		<description><![CDATA[The first post in what I hope becomes a series of war stories, right from the trenches. If you have some piece of code which pops up at the top of your profiler output, and you&#8217;re about to show off your assembler programming skills to get this piece faster &#8230; take a look one up [...]]]></description>
		<wfw:commentRss>http://anteru.net/2008/11/22/321/feed/</wfw:commentRss>
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		<item>
		<title>C++ tricks, #6: Explicit template instantiation</title>
		<link>http://anteru.net/2008/11/19/318/</link>
		<comments>http://anteru.net/2008/11/19/318/#comments</comments>
		<pubDate>Wed, 19 Nov 2008 10:19:25 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
		
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=318</guid>
		<description><![CDATA[Today we take a look at explicit template instantiations (yet another post which is a direct result of user feedback  ). With explicit template instantiations, you can define a template and instantiate it in a DLL, so clients don&#8217;t even have to see the implementation of the template. All you need is a language [...]]]></description>
		<wfw:commentRss>http://anteru.net/2008/11/19/318/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Loose Octrees</title>
		<link>http://anteru.net/2008/11/14/315/</link>
		<comments>http://anteru.net/2008/11/14/315/#comments</comments>
		<pubDate>Fri, 14 Nov 2008 11:00:00 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
		
		<category><![CDATA[Graphics]]></category>

		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://anteru.net/2008/11/14/315/</guid>
		<description><![CDATA[As wished by one of my fellow readers, here’s an article about loose octrees. A loose octree is an adaptive spatial subdivision approach, which is very easy to implement and gives pretty good performance.
Basics
Usually, an octree subdivides the scene recursively into increasingly smaller cells. Let’s take a look at this in 2D:
 
As you can [...]]]></description>
		<wfw:commentRss>http://anteru.net/2008/11/14/315/feed/</wfw:commentRss>
		</item>
		<item>
		<title>DX SDK November 2008 released</title>
		<link>http://anteru.net/2008/11/06/308/</link>
		<comments>http://anteru.net/2008/11/06/308/#comments</comments>
		<pubDate>Thu, 06 Nov 2008 17:00:28 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
		
		<category><![CDATA[Graphics]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=308</guid>
		<description><![CDATA[Just seen it, the November 2008 DX SDK has been released. Grab it here.
]]></description>
		<wfw:commentRss>http://anteru.net/2008/11/06/308/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Boost 1.37 has been released</title>
		<link>http://anteru.net/2008/11/04/305/</link>
		<comments>http://anteru.net/2008/11/04/305/#comments</comments>
		<pubDate>Tue, 04 Nov 2008 20:00:19 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
		
		<category><![CDATA[Programming]]></category>

		<category><![CDATA[Boost]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=305</guid>
		<description><![CDATA[Boost 1.37 has been released, as part of their new 3-month release cycle. So grab it while its hot. For build instructions on x64 windows, you can take a look at an older blog post. Only changes I&#8217;ve seen so far is Boost.Jam building works even with parentheses in my PATH, and running toolsjambuild_dist.bat does [...]]]></description>
		<wfw:commentRss>http://anteru.net/2008/11/04/305/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Visual Studio 2010 preview released</title>
		<link>http://anteru.net/2008/10/28/304/</link>
		<comments>http://anteru.net/2008/10/28/304/#comments</comments>
		<pubDate>Tue, 28 Oct 2008 19:00:00 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
		
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://anteru.net/2008/10/28/304/</guid>
		<description><![CDATA[Today Microsoft released a preview of the Visual Studio 2010 with partial C++0x support. This should be also based on their new, Phoenix based compiler, and brings the most important features like auto, rvalues and lambdas. There is a post about some of the new features at the Visual C++ blog. Moreover, it seems to [...]]]></description>
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