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	<title>Comments for Brave New &quot;Hello, World&quot;</title>
	<atom:link href="http://bnhw.co.uk/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://bnhw.co.uk</link>
	<description>A subtle blend of programming and totalitarianism</description>
	<lastBuildDate>Thu, 22 Jul 2010 19:34:15 +0100</lastBuildDate>
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		<title>Comment on First steps with O3D and WebGL by WebGL around the net, 21 July 2010 &#124; Learning WebGL</title>
		<link>http://bnhw.co.uk/3d/first-steps-with-o3d-and-webgl/comment-page-1/#comment-47</link>
		<dc:creator>WebGL around the net, 21 July 2010 &#124; Learning WebGL</dc:creator>
		<pubDate>Thu, 22 Jul 2010 19:34:15 +0000</pubDate>
		<guid isPermaLink="false">http://bnhw.co.uk/?p=274#comment-47</guid>
		<description>[...] Davis is using the O3D port to WebGL; starting with a a spinning cylinder but immediately moving on to something much more advanced: depth-of-field post-processing (sadly [...]</description>
		<content:encoded><![CDATA[<p>[...] Davis is using the O3D port to WebGL; starting with a a spinning cylinder but immediately moving on to something much more advanced: depth-of-field post-processing (sadly [...]</p>
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		<title>Comment on Depth-of-Field in O3D by Paul Brunt</title>
		<link>http://bnhw.co.uk/3d/depth-of-field-in-o3d/comment-page-1/#comment-48</link>
		<dc:creator>Paul Brunt</dc:creator>
		<pubDate>Thu, 22 Jul 2010 17:37:52 +0000</pubDate>
		<guid isPermaLink="false">http://bnhw.co.uk/?p=339#comment-48</guid>
		<description>There are no floating point textures in webgl for the moment(talk of making it an extension I think), take a look at the o3d shadow demo it encodes the depth into rgb. Although, from the looks of things limiting to the alpha channel works really well anyway, 5* on the demo. I&#039;ve just been working on DOF in GLGE I tried SSAO as well but the performance wasn&#039;t all that good with all the packing and unpacking(half the frame rate) :-( I Might try your technique of limiting to 8 bit and using the alpha channel ;-)</description>
		<content:encoded><![CDATA[<p>There are no floating point textures in webgl for the moment(talk of making it an extension I think), take a look at the o3d shadow demo it encodes the depth into rgb. Although, from the looks of things limiting to the alpha channel works really well anyway, 5* on the demo. I&#8217;ve just been working on DOF in GLGE I tried SSAO as well but the performance wasn&#8217;t all that good with all the packing and unpacking(half the frame rate) :-( I Might try your technique of limiting to 8 bit and using the alpha channel ;-)</p>
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		<title>Comment on GameCentral: Meeting the Pros by Eddy</title>
		<link>http://bnhw.co.uk/games-development/gamecentral-meeting-the-pros/comment-page-1/#comment-2</link>
		<dc:creator>Eddy</dc:creator>
		<pubDate>Fri, 29 Jan 2010 12:41:39 +0000</pubDate>
		<guid isPermaLink="false">http://bnhw.co.uk/blog/?p=16#comment-2</guid>
		<description>Hey man, congrats! You have to let me have a go at playing Laika :D
It&#039;s a good thing that you&#039;re networking, I think you&#039;ll do pretty well in the games industry.

I still think you should have called it &#039;Unstoppable Techno Safari&#039; :P</description>
		<content:encoded><![CDATA[<p>Hey man, congrats! You have to let me have a go at playing Laika :D<br />
It&#8217;s a good thing that you&#8217;re networking, I think you&#8217;ll do pretty well in the games industry.</p>
<p>I still think you should have called it &#8216;Unstoppable Techno Safari&#8217; :P</p>
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