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	<title>Comments for Mad Vertex&#039;s</title>
	<atom:link href="http://vertexasylum.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://vertexasylum.com</link>
	<description>hideout</description>
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		<title>Comment on Oh no, another terrain rendering paper! by Phil</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-901</link>
		<dc:creator>Phil</dc:creator>
		<pubDate>Thu, 02 Feb 2012 11:58:18 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-901</guid>
		<description>I&#039;d be interested in that too. Mihir did you look into this? Any findings?</description>
		<content:encoded><![CDATA[<p>I&#8217;d be interested in that too. Mihir did you look into this? Any findings?</p>
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		<title>Comment on Oh no, another terrain rendering paper! by kenbot</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-890</link>
		<dc:creator>kenbot</dc:creator>
		<pubDate>Wed, 18 Jan 2012 03:38:52 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-890</guid>
		<description>http://silverspaceship.com/src/svt/</description>
		<content:encoded><![CDATA[<p><a href="http://silverspaceship.com/src/svt/" rel="nofollow">http://silverspaceship.com/src/svt/</a></p>
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		<title>Comment on Oh no, another terrain rendering paper! by kenbot</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-889</link>
		<dc:creator>kenbot</dc:creator>
		<pubDate>Wed, 18 Jan 2012 03:36:51 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-889</guid>
		<description>Hi, thanks for an interesting new take on terrain/LOD.

Perhaps a minor point: in your pseudo code for LODSelect(), isn&#039;t it worth performing the FrustumIntersect() first?

That is, once a cell is out of view, is there any reason to consider it for LOD selection at all? In trying to implement the pseudo-code, it appeared as if some out-of-frustum cells were being added to the selection list, and performing the frustum test first seemed to fix this.</description>
		<content:encoded><![CDATA[<p>Hi, thanks for an interesting new take on terrain/LOD.</p>
<p>Perhaps a minor point: in your pseudo code for LODSelect(), isn&#8217;t it worth performing the FrustumIntersect() first?</p>
<p>That is, once a cell is out of view, is there any reason to consider it for LOD selection at all? In trying to implement the pseudo-code, it appeared as if some out-of-frustum cells were being added to the selection list, and performing the frustum test first seemed to fix this.</p>
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	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Jaytirth</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-877</link>
		<dc:creator>Jaytirth</dc:creator>
		<pubDate>Mon, 09 Jan 2012 09:45:54 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-877</guid>
		<description>The paper says &#039;While a detailed discussion of the topic of streaming is outside the scope of this article, some basics will be covered.&#039; 
Since I am a novice I wish to understand the details about streaming. Can you suggest any resources for it? I will be grateful.</description>
		<content:encoded><![CDATA[<p>The paper says &#8216;While a detailed discussion of the topic of streaming is outside the scope of this article, some basics will be covered.&#8217;<br />
Since I am a novice I wish to understand the details about streaming. Can you suggest any resources for it? I will be grateful.</p>
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	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Mihir</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-874</link>
		<dc:creator>Mihir</dc:creator>
		<pubDate>Mon, 09 Jan 2012 06:04:04 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-874</guid>
		<description>Normal Map Texture is computed in basiccdlod approach before the vertices are morphed. Hence normal fecthed during rendering will be based on unmorphed terrain vertices. Hence normals fetched in the morphed region will not be accurate. Is it correct? If yes, any remedy for the same?</description>
		<content:encoded><![CDATA[<p>Normal Map Texture is computed in basiccdlod approach before the vertices are morphed. Hence normal fecthed during rendering will be based on unmorphed terrain vertices. Hence normals fetched in the morphed region will not be accurate. Is it correct? If yes, any remedy for the same?</p>
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	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Jaytirth</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-873</link>
		<dc:creator>Jaytirth</dc:creator>
		<pubDate>Mon, 09 Jan 2012 05:06:02 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-873</guid>
		<description>Actually, I meant Fabian Hahn&#039;s link of C code. It is not working.</description>
		<content:encoded><![CDATA[<p>Actually, I meant Fabian Hahn&#8217;s link of C code. It is not working.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Filip Strugar</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-867</link>
		<dc:creator>Filip Strugar</dc:creator>
		<pubDate>Thu, 05 Jan 2012 10:05:13 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-867</guid>
		<description>Hi Mihir,
Yes, a same/similar morphing technique is used to blend overlay maps in the pixel shader!</description>
		<content:encoded><![CDATA[<p>Hi Mihir,<br />
Yes, a same/similar morphing technique is used to blend overlay maps in the pixel shader!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Filip Strugar</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-866</link>
		<dc:creator>Filip Strugar</dc:creator>
		<pubDate>Thu, 05 Jan 2012 10:03:14 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-866</guid>
		<description>Hi Jaytirth,
The links seem to work fine now (for example, http://www.vertexasylum.com/downloads/cdlod/source.zip ) - maybe it was a temporary problem with the web server?</description>
		<content:encoded><![CDATA[<p>Hi Jaytirth,<br />
The links seem to work fine now (for example, <a href="http://www.vertexasylum.com/downloads/cdlod/source.zip" rel="nofollow">http://www.vertexasylum.com/downloads/cdlod/source.zip</a> ) &#8211; maybe it was a temporary problem with the web server?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Jaytirth</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-865</link>
		<dc:creator>Jaytirth</dc:creator>
		<pubDate>Thu, 05 Jan 2012 05:20:18 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-865</guid>
		<description>I am interested in reading your code but the source code link provided by you is dead.</description>
		<content:encoded><![CDATA[<p>I am interested in reading your code but the source code link provided by you is dead.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Oh no, another terrain rendering paper! by Mihir</title>
		<link>http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/comment-page-1/#comment-849</link>
		<dc:creator>Mihir</dc:creator>
		<pubDate>Mon, 19 Dec 2011 11:55:46 +0000</pubDate>
		<guid isPermaLink="false">http://vertexasylum.com/?p=63#comment-849</guid>
		<description>Hi, 
After reading streaming LOD code, the first impression i got is, LODs are generated for overlay maps  in addition to heightmaps. Are we using morphing technique for overlay maps in pixel shader? (refering to  albedoColor = lerp( albedoColor, parentAlbedoColor, LODMorphValue ) )</description>
		<content:encoded><![CDATA[<p>Hi,<br />
After reading streaming LOD code, the first impression i got is, LODs are generated for overlay maps  in addition to heightmaps. Are we using morphing technique for overlay maps in pixel shader? (refering to  albedoColor = lerp( albedoColor, parentAlbedoColor, LODMorphValue ) )</p>
]]></content:encoded>
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