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	<title>Comments for RasterGrid Blog</title>
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	<link>http://rastergrid.com/blog</link>
	<description>A technical blog from Daniel Rákos (aka aqnuep)</description>
	<lastBuildDate>Thu, 16 Feb 2012 09:49:54 +0000</lastBuildDate>
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		<title>Comment on Pocket Soccer&#8217;s story so far&#8230; by Julio De Pablo</title>
		<link>http://rastergrid.com/blog/2011/07/pocket-soccers-story-so-far/comment-page-2/#comment-27787</link>
		<dc:creator>Julio De Pablo</dc:creator>
		<pubDate>Thu, 16 Feb 2012 09:49:54 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=585#comment-27787</guid>
		<description>Thank you very much for such a entertaining game.
I&#039;m hooked on it !!!!</description>
		<content:encoded><![CDATA[<p>Thank you very much for such a entertaining game.<br />
I&#8217;m hooked on it !!!!</p>
]]></content:encoded>
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	<item>
		<title>Comment on Pocket Soccer&#8217;s story so far&#8230; by Ollie</title>
		<link>http://rastergrid.com/blog/2011/07/pocket-soccers-story-so-far/comment-page-1/#comment-27703</link>
		<dc:creator>Ollie</dc:creator>
		<pubDate>Wed, 15 Feb 2012 18:38:54 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=585#comment-27703</guid>
		<description>Hi i play pocket Soccer all the time i am hooked and i know there has been some problems but do you know when worldclass will be out?</description>
		<content:encoded><![CDATA[<p>Hi i play pocket Soccer all the time i am hooked and i know there has been some problems but do you know when worldclass will be out?</p>
]]></content:encoded>
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	<item>
		<title>Comment on Pocket Soccer&#8217;s story so far&#8230; by araon</title>
		<link>http://rastergrid.com/blog/2011/07/pocket-soccers-story-so-far/comment-page-1/#comment-27305</link>
		<dc:creator>araon</dc:creator>
		<pubDate>Mon, 13 Feb 2012 12:04:43 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=585#comment-27305</guid>
		<description>Hello?
I love pocket soccer game very much.
I think Single and Tournament &#039;s artificial intelligence should change more hardly. and computer&#039;s attack and defend way should improve better in a hard way.  It&#039;s too easy.
I&#039;m waiting for world class ver much
thank you</description>
		<content:encoded><![CDATA[<p>Hello?<br />
I love pocket soccer game very much.<br />
I think Single and Tournament &#8216;s artificial intelligence should change more hardly. and computer&#8217;s attack and defend way should improve better in a hard way.  It&#8217;s too easy.<br />
I&#8217;m waiting for world class ver much<br />
thank you</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Instance culling using geometry shaders by feng</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-27278</link>
		<dc:creator>feng</dc:creator>
		<pubDate>Mon, 13 Feb 2012 09:17:13 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-27278</guid>
		<description>thank for reply. Looking forwards to the article!(though my cards are limited to 3.3~)
By the way, for instancing, if I use crossed billboards for the grass instead of model, then I may still do instancing with attributes divisor or so and draw using one call; or I may just draw points of position(glDrawArrays(GL_POINTS,..), one draw call though), and populate them in the geometry shader. Which one may be better? 

Another, for instancing, if i do culling as above,then i may first pass the  instance data(position) to the pipeline, then the actual vertices by the 2nd pass. As the  count ratio of them is merely 4:1,or at most 12:1, i tended to think the culling pass cost not so little compared to the whole &quot;vertices&quot; sent . or maybe still a gain to cpu culling? is that right or not? thanks</description>
		<content:encoded><![CDATA[<p>thank for reply. Looking forwards to the article!(though my cards are limited to 3.3~)<br />
By the way, for instancing, if I use crossed billboards for the grass instead of model, then I may still do instancing with attributes divisor or so and draw using one call; or I may just draw points of position(glDrawArrays(GL_POINTS,..), one draw call though), and populate them in the geometry shader. Which one may be better? </p>
<p>Another, for instancing, if i do culling as above,then i may first pass the  instance data(position) to the pipeline, then the actual vertices by the 2nd pass. As the  count ratio of them is merely 4:1,or at most 12:1, i tended to think the culling pass cost not so little compared to the whole &#8220;vertices&#8221; sent . or maybe still a gain to cpu culling? is that right or not? thanks</p>
]]></content:encoded>
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		<title>Comment on Instance culling using geometry shaders by Daniel Rákos</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-26638</link>
		<dc:creator>Daniel Rákos</dc:creator>
		<pubDate>Fri, 10 Feb 2012 14:53:02 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-26638</guid>
		<description>In case you don&#039;t use instancing or the instance count is too small, then it is possible that the delay caused by waiting for the culling pass&#039;s result would be prohibitive.

However, you should know that no actual vertex data is passed to the culling pass so that&#039;s not true that vertex data has to be sent twice as you use only the instance data buffer in the culling pass.

In most cases, actually not the culling pass that takes time but the waiting for the culling results is the one that is rather expensive.

Actually there is a solution for both problems (i.e. for non-instanced data and query result delay) if you use OpenGL 4.2+ and I plan to write a demo that will show this technique, however, the technique presented in this article provides advantages only in case of instanced data and in case the instance count is relatively high.</description>
		<content:encoded><![CDATA[<p>In case you don&#8217;t use instancing or the instance count is too small, then it is possible that the delay caused by waiting for the culling pass&#8217;s result would be prohibitive.</p>
<p>However, you should know that no actual vertex data is passed to the culling pass so that&#8217;s not true that vertex data has to be sent twice as you use only the instance data buffer in the culling pass.</p>
<p>In most cases, actually not the culling pass that takes time but the waiting for the culling results is the one that is rather expensive.</p>
<p>Actually there is a solution for both problems (i.e. for non-instanced data and query result delay) if you use OpenGL 4.2+ and I plan to write a demo that will show this technique, however, the technique presented in this article provides advantages only in case of instanced data and in case the instance count is relatively high.</p>
]]></content:encoded>
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		<title>Comment on Instance culling using geometry shaders by feng</title>
		<link>http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/comment-page-1/#comment-26497</link>
		<dc:creator>feng</dc:creator>
		<pubDate>Fri, 10 Feb 2012 06:01:24 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=135#comment-26497</guid>
		<description>If not for Instanced data, or, the instance count is not that large, would the method here also be a gain? Compared to culling on CPU, the mass of vertices&#039; data must be sent almost twice. And it&#039;s after the geometry stage that vertices are automatically culled for the view port. thank you.</description>
		<content:encoded><![CDATA[<p>If not for Instanced data, or, the instance count is not that large, would the method here also be a gain? Compared to culling on CPU, the mass of vertices&#8217; data must be sent almost twice. And it&#8217;s after the geometry stage that vertices are automatically culled for the view port. thank you.</p>
]]></content:encoded>
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		<title>Comment on Pocket Soccer&#8217;s story so far&#8230; by Sante</title>
		<link>http://rastergrid.com/blog/2011/07/pocket-soccers-story-so-far/comment-page-1/#comment-25339</link>
		<dc:creator>Sante</dc:creator>
		<pubDate>Sun, 05 Feb 2012 15:56:22 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=585#comment-25339</guid>
		<description>We are waiting for multiplayer:)</description>
		<content:encoded><![CDATA[<p>We are waiting for multiplayer:)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Pocket Soccer&#8217;s story so far&#8230; by ambien</title>
		<link>http://rastergrid.com/blog/2011/07/pocket-soccers-story-so-far/comment-page-1/#comment-24981</link>
		<dc:creator>ambien</dc:creator>
		<pubDate>Sat, 04 Feb 2012 08:46:24 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=585#comment-24981</guid>
		<description>My relatives every time say that I am wasting my time here at net, but I know I am getting experience every day by reading thes good content.</description>
		<content:encoded><![CDATA[<p>My relatives every time say that I am wasting my time here at net, but I know I am getting experience every day by reading thes good content.</p>
]]></content:encoded>
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	<item>
		<title>Comment on About by Thomas chütz</title>
		<link>http://rastergrid.com/blog/about/comment-page-1/#comment-23356</link>
		<dc:creator>Thomas chütz</dc:creator>
		<pubDate>Sat, 28 Jan 2012 01:53:30 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?page_id=2#comment-23356</guid>
		<description>Hello Daniel,

really nice nature demos. but i am far from understanding the code.
it would be very nice if you publish a beginner code, just rendering a colored triangle in opengl 3.3

thx in advance

thomas schütz</description>
		<content:encoded><![CDATA[<p>Hello Daniel,</p>
<p>really nice nature demos. but i am far from understanding the code.<br />
it would be very nice if you publish a beginner code, just rendering a colored triangle in opengl 3.3</p>
<p>thx in advance</p>
<p>thomas schütz</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Pocket Soccer&#8217;s story so far&#8230; by Yasir Atabani</title>
		<link>http://rastergrid.com/blog/2011/07/pocket-soccers-story-so-far/comment-page-1/#comment-23335</link>
		<dc:creator>Yasir Atabani</dc:creator>
		<pubDate>Fri, 27 Jan 2012 23:28:13 +0000</pubDate>
		<guid isPermaLink="false">http://rastergrid.com/blog/?p=585#comment-23335</guid>
		<description>The game looks very promising, its one of my favs, could you please send me an email, I would like to disscuss the future of the game, I have many things I can add to it.</description>
		<content:encoded><![CDATA[<p>The game looks very promising, its one of my favs, could you please send me an email, I would like to disscuss the future of the game, I have many things I can add to it.</p>
]]></content:encoded>
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