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	<title>Comments on: Uniform Buffers VS Texture Buffers</title>
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	<link>http://rastergrid.com/blog/2010/01/uniform-buffers-vs-texture-buffers/</link>
	<description>A technical blog from Daniel Rákos (aka aqnuep)</description>
	<lastBuildDate>Tue, 27 Jul 2010 19:20:37 +0000</lastBuildDate>
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		<title>By: Jcabeleira</title>
		<link>http://rastergrid.com/blog/2010/01/uniform-buffers-vs-texture-buffers/comment-page-1/#comment-12</link>
		<dc:creator>Jcabeleira</dc:creator>
		<pubDate>Thu, 28 Jan 2010 19:45:37 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=68#comment-12</guid>
		<description>Thanks for this article, it&#039;s a god giving to me. 
I just finished a small GPU raytracing experiment that I&#039;m working on for my master thesis, and although I&#039;m using textures to feed the shader with the scene data, I was considering using an alternative method to pass the data like uniforms.
I was unsure of the benefits of this,  but thanks to you I now know all the prons and cons of each method.

Once again, thank you very much!</description>
		<content:encoded><![CDATA[<p>Thanks for this article, it&#8217;s a god giving to me.<br />
I just finished a small GPU raytracing experiment that I&#8217;m working on for my master thesis, and although I&#8217;m using textures to feed the shader with the scene data, I was considering using an alternative method to pass the data like uniforms.<br />
I was unsure of the benefits of this,  but thanks to you I now know all the prons and cons of each method.</p>
<p>Once again, thank you very much!</p>
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