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	<title>Comments for Catalin's XNA Experiments</title>
	<atom:link href="http://www.catalinzima.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.catalinzima.com</link>
	<description>XNA Tutorials, Samples and Thoughts</description>
	<lastBuildDate>Fri, 20 Aug 2010 07:16:20 +0000</lastBuildDate>
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		<title>Comment on Directional Lights by Camus</title>
		<link>http://www.catalinzima.com/tutorials/deferred-rendering-in-xna/directional-lights/comment-page-1/#comment-30945</link>
		<dc:creator>Camus</dc:creator>
		<pubDate>Fri, 20 Aug 2010 07:16:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.catalinzima.com/?page_id=49#comment-30945</guid>
		<description>Just a little issue, and I know that is only a demo, but, you are using new on this:

new Vector3(0, -1, 0),

That lines are in the render loop, each frame the memory increases linearly, maybe 12Bytes, but thinking on 60fps about a minute, you&#039;ll have 43200Bytes, taken in account that there are 3 news (each for vector) is about 127Kbytes more per minute.

Well is nothing to worry about if is only a demo :)</description>
		<content:encoded><![CDATA[<p>Just a little issue, and I know that is only a demo, but, you are using new on this:</p>
<p>new Vector3(0, -1, 0),</p>
<p>That lines are in the render loop, each frame the memory increases linearly, maybe 12Bytes, but thinking on 60fps about a minute, you&#8217;ll have 43200Bytes, taken in account that there are 3 news (each for vector) is about 127Kbytes more per minute.</p>
<p>Well is nothing to worry about if is only a demo <img src='http://www.catalinzima.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Point Lights by 62316e</title>
		<link>http://www.catalinzima.com/tutorials/deferred-rendering-in-xna/point-lights/comment-page-1/#comment-30856</link>
		<dc:creator>62316e</dc:creator>
		<pubDate>Mon, 16 Aug 2010 18:10:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.catalinzima.com/?page_id=55#comment-30856</guid>
		<description>There is my problem with point light.
http://img829.imageshack.us/img829/6086/pointlight.png

Directional light is disabled.</description>
		<content:encoded><![CDATA[<p>There is my problem with point light.<br />
<a href="http://img829.imageshack.us/img829/6086/pointlight.png" rel="nofollow">http://img829.imageshack.us/img829/6086/pointlight.png</a></p>
<p>Directional light is disabled.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Point Lights by 62316e</title>
		<link>http://www.catalinzima.com/tutorials/deferred-rendering-in-xna/point-lights/comment-page-1/#comment-30853</link>
		<dc:creator>62316e</dc:creator>
		<pubDate>Mon, 16 Aug 2010 16:34:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.catalinzima.com/?page_id=55#comment-30853</guid>
		<description>My point light is rendered as Half Sphere. What i did wrong?</description>
		<content:encoded><![CDATA[<p>My point light is rendered as Half Sphere. What i did wrong?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on My technique for the shader-based dynamic 2D shadows by MikeCann.co.uk &#187; Blog Archive &#187; Shader Based 2D Shadowing</title>
		<link>http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/comment-page-1/#comment-30813</link>
		<dc:creator>MikeCann.co.uk &#187; Blog Archive &#187; Shader Based 2D Shadowing</dc:creator>
		<pubDate>Sun, 15 Aug 2010 11:11:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.catalinzima.com/?p=620#comment-30813</guid>
		<description>[...] Catalin&#8217;s approach to the problem is far more elegant that my brute force iterative approach. He uses a clever technique of distorting the desired casting image about the light in such a way as not to require iterative pixel lookups. [...]</description>
		<content:encoded><![CDATA[<p>[...] Catalin&#8217;s approach to the problem is far more elegant that my brute force iterative approach. He uses a clever technique of distorting the desired casting image about the light in such a way as not to require iterative pixel lookups. [...]</p>
]]></content:encoded>
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		<title>Comment on Shader-Based Dynamic 2D smooth shadows by Pnikosis</title>
		<link>http://www.catalinzima.com/samples/other-samples/shader-based-dynamic-2d-smooth-shadows/comment-page-1/#comment-30704</link>
		<dc:creator>Pnikosis</dc:creator>
		<pubDate>Thu, 05 Aug 2010 16:24:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.catalinzima.com/?page_id=623#comment-30704</guid>
		<description>I&#039;m having a really hard time trying to conert it to 3.1 too. Does anyone have a hint or an idea?</description>
		<content:encoded><![CDATA[<p>I&#8217;m having a really hard time trying to conert it to 3.1 too. Does anyone have a hint or an idea?</p>
]]></content:encoded>
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	<item>
		<title>Comment on Dynamic 2D Shadows by Jeff On Games &#187; Posted Without (Too Much) Comment</title>
		<link>http://www.catalinzima.com/samples/12-months-12-samples-2008/dynamic-2d-shadows/comment-page-1/#comment-30595</link>
		<dc:creator>Jeff On Games &#187; Posted Without (Too Much) Comment</dc:creator>
		<pubDate>Fri, 30 Jul 2010 01:35:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.catalinzima.com/?page_id=313#comment-30595</guid>
		<description>[...] post about how I got 2D soft shadows working in XNA using the GameDev article in combination with Catalin&#039;s implementation and Christian&#039;s implementation in D. However, trying to write the post, I wasn&#039;t sure if I could [...]</description>
		<content:encoded><![CDATA[<p>[...] post about how I got 2D soft shadows working in XNA using the GameDev article in combination with Catalin&#039;s implementation and Christian&#039;s implementation in D. However, trying to write the post, I wasn&#039;t sure if I could [...]</p>
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		<title>Comment on My technique for the shader-based dynamic 2D shadows by calsmurf2904</title>
		<link>http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/comment-page-1/#comment-30566</link>
		<dc:creator>calsmurf2904</dc:creator>
		<pubDate>Tue, 27 Jul 2010 17:16:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.catalinzima.com/?p=620#comment-30566</guid>
		<description>Hello Catalin,

I&#039;m trying to port your sample over to directx in C++.
One problem I keep getting is that the lightarea rendertarget shows that the whole scene is rendered correctly to it (in black&amp;white ofcourse), but the Distance rendertarget from the ShadowmapResolver remains white.

My shadowmapresolver code can be found here:
http://pastebin.com/T536XiZb

The lightarea code is here:
http://pastebin.com/c8wyMBAH

I use your original shaders.

I hope you can help me, I used your previous sample for my game before you released this tutorial and I was very satisfied. The only problem was that it was really cpu-expensive.</description>
		<content:encoded><![CDATA[<p>Hello Catalin,</p>
<p>I&#8217;m trying to port your sample over to directx in C++.<br />
One problem I keep getting is that the lightarea rendertarget shows that the whole scene is rendered correctly to it (in black&amp;white ofcourse), but the Distance rendertarget from the ShadowmapResolver remains white.</p>
<p>My shadowmapresolver code can be found here:<br />
<a href="http://pastebin.com/T536XiZb" rel="nofollow">http://pastebin.com/T536XiZb</a></p>
<p>The lightarea code is here:<br />
<a href="http://pastebin.com/c8wyMBAH" rel="nofollow">http://pastebin.com/c8wyMBAH</a></p>
<p>I use your original shaders.</p>
<p>I hope you can help me, I used your previous sample for my game before you released this tutorial and I was very satisfied. The only problem was that it was really cpu-expensive.</p>
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	<item>
		<title>Comment on Crash Course in HLSL by Devrunner</title>
		<link>http://www.catalinzima.com/tutorials/crash-course-in-hlsl/comment-page-1/#comment-30560</link>
		<dc:creator>Devrunner</dc:creator>
		<pubDate>Tue, 27 Jul 2010 09:50:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.catalinzima.com/?page_id=575#comment-30560</guid>
		<description>You&#039;re the best.</description>
		<content:encoded><![CDATA[<p>You&#8217;re the best.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Shader-Based Dynamic 2D smooth shadows by yodaime</title>
		<link>http://www.catalinzima.com/samples/other-samples/shader-based-dynamic-2d-smooth-shadows/comment-page-1/#comment-30536</link>
		<dc:creator>yodaime</dc:creator>
		<pubDate>Sun, 25 Jul 2010 13:41:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.catalinzima.com/?page_id=623#comment-30536</guid>
		<description>Hello Catalin !

Which version of XNA framework did you used ? I think it&#039;s version 4.

Is it possible to convert this project into 3.1 version ? I tried but some method have seriously changed between 3.1 and 4 (like RenderTarget2D)</description>
		<content:encoded><![CDATA[<p>Hello Catalin !</p>
<p>Which version of XNA framework did you used ? I think it&#8217;s version 4.</p>
<p>Is it possible to convert this project into 3.1 version ? I tried but some method have seriously changed between 3.1 and 4 (like RenderTarget2D)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Directional Lights by Catalin Zima</title>
		<link>http://www.catalinzima.com/tutorials/deferred-rendering-in-xna/directional-lights/comment-page-1/#comment-30514</link>
		<dc:creator>Catalin Zima</dc:creator>
		<pubDate>Fri, 23 Jul 2010 06:30:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.catalinzima.com/?page_id=49#comment-30514</guid>
		<description>I wanted to keep it SM2 compatible.</description>
		<content:encoded><![CDATA[<p>I wanted to keep it SM2 compatible.</p>
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