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	<title>Comments on: Again on indirect lighting precalculation</title>
	<link>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/</link>
	<description>DFWBL !!!</description>
	<pubDate>Fri, 18 May 2012 13:10:52 +0000</pubDate>
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		<title>by: ragin' lion</title>
		<link>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-499</link>
		<pubDate>Thu, 22 Dec 2005 13:08:54 +0000</pubDate>
		<guid>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-499</guid>
					<description>&lt;b&gt;Mr. Kaz&lt;/b&gt;:  Hey!  Don't feel too bad, we're in similar situations.  I spent about 2hrs trying to debug why my 3D object was returning the wrong forward vector; turned out the matrix class I wrote was buggy.  That's what I get for having not done &quot;low-level&quot; 3D stuff for the last couple of months! (ToT)

&lt;b&gt;rince&lt;/b&gt;: I've seen Incredibuild, but currently we're not using it at work.  So far the projects I've been working on are &quot;too small&quot; for it. :(</description>
		<content:encoded><![CDATA[<p><b>Mr. Kaz</b>:  Hey!  Don&#8217;t feel too bad, we&#8217;re in similar situations.  I spent about 2hrs trying to debug why my 3D object was returning the wrong forward vector; turned out the matrix class I wrote was buggy.  That&#8217;s what I get for having not done &#8220;low-level&#8221; 3D stuff for the last couple of months! (ToT)</p>
<p><b>rince</b>: I&#8217;ve seen Incredibuild, but currently we&#8217;re not using it at work.  So far the projects I&#8217;ve been working on are &#8220;too small&#8221; for it. :(
</p>
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		<title>by: rince</title>
		<link>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-494</link>
		<pubDate>Wed, 21 Dec 2005 16:40:58 +0000</pubDate>
		<guid>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-494</guid>
					<description>Hmmm, precompiled headers never seem to work properly for large projects. Have you heard of Incredibuild? We use it successfully</description>
		<content:encoded><![CDATA[<p>Hmmm, precompiled headers never seem to work properly for large projects. Have you heard of Incredibuild? We use it successfully
</p>
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		<title>by: Davide Pasca</title>
		<link>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-493</link>
		<pubDate>Wed, 21 Dec 2005 16:38:54 +0000</pubDate>
		<guid>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-493</guid>
					<description>Mr. Ragin.. fear not ! Work obligations keep me busy with D3D and 2D graphics !
At the peak of my career, I can finally unleash all my 2D skillz !
One day I will look with melancholy towards my JavKazRace, and I will try to remember the formula for the perspective projection: &quot;I think.. it was.. I'm sure there was a division to do somewhere !&quot;. A divisionnnnn ?! Wow... floating point ?! Amazement !!!
My resolution for next year will be to downgrade to 1D.
One day I will regress to 0D, become a dot in no-space sell my brain to some dog-food startup and start working as a chippendale dancer !</description>
		<content:encoded><![CDATA[<p>Mr. Ragin.. fear not ! Work obligations keep me busy with D3D and 2D graphics !<br />
At the peak of my career, I can finally unleash all my 2D skillz !<br />
One day I will look with melancholy towards my JavKazRace, and I will try to remember the formula for the perspective projection: &#8220;I think.. it was.. I&#8217;m sure there was a division to do somewhere !&#8221;. A divisionnnnn ?! Wow&#8230; floating point ?! Amazement !!!<br />
My resolution for next year will be to downgrade to 1D.<br />
One day I will regress to 0D, become a dot in no-space sell my brain to some dog-food startup and start working as a chippendale dancer !
</p>
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		<title>by: ragin' lion</title>
		<link>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-491</link>
		<pubDate>Wed, 21 Dec 2005 13:06:51 +0000</pubDate>
		<guid>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-491</guid>
					<description>I guess as long as he's compiling under Windows, #pragma once is ok ... but from the stuff I've read about it, it seems that it's obsolete since most compilers avoid opening the header files.  GCC will scream loudly with that.  :)

Welcome back to the world of OpenGL Mr. Kaz ... We've missed you! 8P</description>
		<content:encoded><![CDATA[<p>I guess as long as he&#8217;s compiling under Windows, #pragma once is ok &#8230; but from the stuff I&#8217;ve read about it, it seems that it&#8217;s obsolete since most compilers avoid opening the header files.  GCC will scream loudly with that.  :)</p>
<p>Welcome back to the world of OpenGL Mr. Kaz &#8230; We&#8217;ve missed you! 8P
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		<title>by: Davide Pasca</title>
		<link>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-488</link>
		<pubDate>Wed, 21 Dec 2005 06:16:45 +0000</pubDate>
		<guid>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-488</guid>
					<description>I prefer to avoid pragmas when I can. I also used to avoid precompiler headers. But I had to accept them when compiling for XBox 360 8(

As for the color format. OpenGL works with RGBA. I store the triangle ID as a u_int where OpenGL will interpret it as a 4 bytes array. I guess that on a big-endian platform there would be a lot of black and blue instead 8)</description>
		<content:encoded><![CDATA[<p>I prefer to avoid pragmas when I can. I also used to avoid precompiler headers. But I had to accept them when compiling for XBox 360 8(</p>
<p>As for the color format. OpenGL works with RGBA. I store the triangle ID as a u_int where OpenGL will interpret it as a 4 bytes array. I guess that on a big-endian platform there would be a lot of black and blue instead 8)
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		<title>by: rince</title>
		<link>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-487</link>
		<pubDate>Wed, 21 Dec 2005 02:05:50 +0000</pubDate>
		<guid>http://v3.kazzuya.com/again-on-indirect-lighting-precalculation/#comment-487</guid>
					<description>I see you dont use 
#pragma once

and you use bgr to encode the triangle ID. Lots of red and green, but no blue!</description>
		<content:encoded><![CDATA[<p>I see you dont use<br />
#pragma once</p>
<p>and you use bgr to encode the triangle ID. Lots of red and green, but no blue!
</p>
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