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	<title>Generic Retin-A 0.05% Cream</title>
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	<link>http://kode80.com/2009/10/26/per-pixel-depth-clipping/</link>
	<description>Coding for web, iPhone and OSX</description>
	<pubDate>Sat, 04 Feb 2012 19:26:48 +0000</pubDate>
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		<title>Generic Retin-A 0.05% Cream</title>
		<link>http://kode80.com/2009/10/26/per-pixel-depth-clipping/comment-page-1/#comment-581</link>
		<dc:creator>Damian</dc:creator>
		<pubDate>Fri, 10 Dec 2010 17:43:19 +0000</pubDate>
		<guid isPermaLink="false">http://kode80.com/?p=506#comment-581</guid>
		<description>Any follow up on how to achieve something like your example? I would really like to see the source code for it, will you release it anytime soon?
Nice work.</description>
		<content:encoded><![CDATA[<p>Any follow up on how to achieve something like your example? I would really like to see the source code for it, will you release it anytime soon?<br />
Nice work.</p>
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		<title>Generic Retin-A 0.05% Cream</title>
		<link>http://kode80.com/2009/10/26/per-pixel-depth-clipping/comment-page-1/#comment-355</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Mon, 30 Nov 2009 16:59:59 +0000</pubDate>
		<guid isPermaLink="false">http://kode80.com/?p=506#comment-355</guid>
		<description>@geraldine at some point in the near future I'll write a follow up that explains this PixelBender approach better. If you read up about depth buffers/zbuffers and PixelBender blendmodes - this technique uses the 11bit depth material from my previous examples with a custom PB blend mode that compares the per-pixel depth with that of the layer below it.</description>
		<content:encoded><![CDATA[<p>@geraldine at some point in the near future I&#8217;ll write a follow up that explains this PixelBender approach better. If you read up about depth buffers/zbuffers and PixelBender blendmodes - this technique uses the 11bit depth material from my previous examples with a custom PB blend mode that compares the per-pixel depth with that of the layer below it.</p>
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		<title>Generic Retin-A 0.05% Cream</title>
		<link>http://kode80.com/2009/10/26/per-pixel-depth-clipping/comment-page-1/#comment-351</link>
		<dc:creator>geraldine</dc:creator>
		<pubDate>Fri, 27 Nov 2009 15:54:43 +0000</pubDate>
		<guid isPermaLink="false">http://kode80.com/?p=506#comment-351</guid>
		<description>Could you point to some code (related) or perhaps further explanation for a more "intermediate"  reader?
Thanks.</description>
		<content:encoded><![CDATA[<p>Could you point to some code (related) or perhaps further explanation for a more &#8220;intermediate&#8221;  reader?<br />
Thanks.</p>
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		<title>Generic Retin-A 0.05% Cream</title>
		<link>http://kode80.com/2009/10/26/per-pixel-depth-clipping/comment-page-1/#comment-345</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Thu, 19 Nov 2009 16:18:28 +0000</pubDate>
		<guid isPermaLink="false">http://kode80.com/?p=506#comment-345</guid>
		<description>@Videometry nice experiments! I'm contemplating doing something similar using the depth buffer to save rendering far away objects. They could be renderered with their depth information stored and then use that as a kind of depth-cache...</description>
		<content:encoded><![CDATA[<p>@Videometry nice experiments! I&#8217;m contemplating doing something similar using the depth buffer to save rendering far away objects. They could be renderered with their depth information stored and then use that as a kind of depth-cache&#8230;</p>
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		<title>Generic Retin-A 0.05% Cream</title>
		<link>http://kode80.com/2009/10/26/per-pixel-depth-clipping/comment-page-1/#comment-344</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Thu, 19 Nov 2009 16:14:44 +0000</pubDate>
		<guid isPermaLink="false">http://kode80.com/?p=506#comment-344</guid>
		<description>@Dan I will release the source eventually once it's cleaned up and integrated with the engine better. Feel free to drop me an email if you want to discuss further. </description>
		<content:encoded><![CDATA[<p>@Dan I will release the source eventually once it&#8217;s cleaned up and integrated with the engine better. Feel free to drop me an email if you want to discuss further.</p>
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		<title>Generic Retin-A 0.05% Cream</title>
		<link>http://kode80.com/2009/10/26/per-pixel-depth-clipping/comment-page-1/#comment-337</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Mon, 09 Nov 2009 12:04:42 +0000</pubDate>
		<guid isPermaLink="false">http://kode80.com/?p=506#comment-337</guid>
		<description>Would it be possible to post some source code? I am interested in utilizing a depth-buffer over the papervision z-sort painters algorithm, for rendering for obvious reasons. I can't tell is this what is going on here?</description>
		<content:encoded><![CDATA[<p>Would it be possible to post some source code? I am interested in utilizing a depth-buffer over the papervision z-sort painters algorithm, for rendering for obvious reasons. I can&#8217;t tell is this what is going on here?</p>
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		<title>Generic Retin-A 0.05% Cream</title>
		<link>http://kode80.com/2009/10/26/per-pixel-depth-clipping/comment-page-1/#comment-328</link>
		<dc:creator>Videometry</dc:creator>
		<pubDate>Tue, 27 Oct 2009 10:30:25 +0000</pubDate>
		<guid isPermaLink="false">http://kode80.com/?p=506#comment-328</guid>
		<description>Very nice :) 
Depth masks seem to have ignored for anything other than depth of field blur effects. I have had some success using them to make complex backgrounds function like geometry.
http://videometry.blogspot.com/2009/08/depthmap-filter-new-example.html

PS</description>
		<content:encoded><![CDATA[<p>Very nice <img src='http://kode80.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Depth masks seem to have ignored for anything other than depth of field blur effects. I have had some success using them to make complex backgrounds function like geometry.<br />
<a href="http://videometry.blogspot.com/2009/08/depthmap-filter-new-example.html" rel="nofollow">http://videometry.blogspot.com/2009/08/depthmap-filter-new-example.html</a></p>
<p>PS</p>
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