<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-3634638495272056710</id><updated>2012-02-19T03:35:45.948-05:00</updated><category term='graphics'/><category term='DirectX'/><title type='text'>Direct X, XNA, etc</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>60</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-3717358724993922320</id><published>2010-05-13T00:04:00.001-04:00</published><updated>2010-05-13T00:04:45.064-04:00</updated><title type='text'>Silverlight on Windows 7 Phone – Performance Tuning</title><summary type='text'>Recently, I have been reviewing some of the content from MIX10, specifically pertaining to the talks on the new Windows Phone.  I came upon the talk from Seema Ramchandani (http://live.visitmix.com/MIX10/Sessions/CL60).  This was full of good tips on performance tools and tuning for Silverlight on the phone.  I wanted to share the items that stood out to me.  First, the idea of having a UI thread</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/3717358724993922320/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=3717358724993922320' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/3717358724993922320'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/3717358724993922320'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2010/05/silverlight-on-windows-7-phone.html' title='Silverlight on Windows 7 Phone – Performance Tuning'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-9068557006037401907</id><published>2010-01-21T23:52:00.001-05:00</published><updated>2010-01-21T23:53:09.846-05:00</updated><title type='text'>Global Game Jam</title><summary type='text'>Had a friend mention the Global Game Jam to me today.  I was still able to register for the New York City location.  The event takes place between January 29th and 31st.  The NYC location currently has 66 jammers registered.  I will post updates as this takes place.  Global Game Jam Site  </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/9068557006037401907/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=9068557006037401907' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/9068557006037401907'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/9068557006037401907'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2010/01/global-game-jam.html' title='Global Game Jam'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-2254552271006221178</id><published>2009-05-09T14:36:00.001-04:00</published><updated>2009-05-09T14:36:47.439-04:00</updated><title type='text'>Project: GPU replacement</title><summary type='text'>Recently, my otherwise perfect XPS laptop experienced a GPU failure.  It was time for me to upgrade my laptop anyway, so I went ahead a got a 1730 to replace this 1710.  I then contacted a Dell reseller in CA for a replacement GPU (these things are $680 from Dell) and was able to secure a new one for $400.  This is Nvidia 7950 GTX, the largest GPU available for the XPS M1710.  I received the new </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/2254552271006221178/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=2254552271006221178' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2254552271006221178'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2254552271006221178'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2009/05/project-gpu-replacement.html' title='Project: GPU replacement'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-4347144466490271262</id><published>2009-03-26T23:49:00.001-04:00</published><updated>2009-03-26T23:49:13.397-04:00</updated><title type='text'>The Beauty of Destruction (Pete Isensee, Microsoft)</title><summary type='text'>C++ Destructor Definition     One     Special     Deterministic –&gt; called at well defined times     Automatic –&gt; object out of scope or delete     Symmetric –&gt; constructor fits     Member –&gt; part of a class     Function     With             A special name (~)         No parameters         No return type             Designed to             Give last rites         Before object death            C# </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/4347144466490271262/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=4347144466490271262' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4347144466490271262'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4347144466490271262'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2009/03/beauty-of-destruction-pete-isensee.html' title='The Beauty of Destruction (Pete Isensee, Microsoft)'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-1176932188091653292</id><published>2009-03-26T23:42:00.001-04:00</published><updated>2009-03-26T23:42:50.184-04:00</updated><title type='text'>The Rendering Technology of KillZone 2 (Michal Valient)</title><summary type='text'>How we made Killzone 2 run @ 30FPS     Deferred shading     Diet for render targets     Dirty lighting tricks     Rendering, memory and SPUs    Deferred shading     not forward rendering     Geometry pass – fill the GBuffer (all material info for lighting)     loading depth map, normal / bump map, albedo (diffuse color and texture), shininess (reflective materials)     Lighting pass – accumulate </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/1176932188091653292/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=1176932188091653292' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1176932188091653292'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1176932188091653292'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2009/03/rendering-technology-of-killzone-2.html' title='The Rendering Technology of KillZone 2 (Michal Valient)'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-6937591835139913888</id><published>2009-03-26T03:03:00.001-04:00</published><updated>2009-03-26T03:03:22.918-04:00</updated><title type='text'>Direct3D 11 Tessellation Deep Dive (presented by Matt Lee)</title><summary type='text'>High fidelity characters seem a bit out of reach of real-time apps (games).  10 to 30K chars not out of reach for 360/PS3  Striving for Cinematic Quality Characters  think in terms of triangles currently     Catmull-Clark subdivision surfaces     Industry standard subdivision surface scheme    Modern implementations don’t require too smooth     Direct3D11     Realtime rendering of Catmull-Clark</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/6937591835139913888/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=6937591835139913888' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6937591835139913888'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6937591835139913888'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2009/03/direct3d-11-tessellation-deep-dive.html' title='Direct3D 11 Tessellation Deep Dive (presented by Matt Lee)'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-629763455180002161</id><published>2009-03-26T03:02:00.001-04:00</published><updated>2009-03-26T03:02:58.230-04:00</updated><title type='text'>Out of Order: Making In-Order Processors Play Nicely (presented by Allan Murphy)</title><summary type='text'>VMX on the 360 for optimization of vector math  Slower than C counterpart, and out of order (so broken)  Missing out of order logic     no instruction reordering     no store forward hardware     smaller caches, slower memory     no l3 cache          LHS     L2 Miss     Expensive, non pipelined instructions     Branch mispredict penalty    Load Hit Store     Store to memory location, then load, </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/629763455180002161/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=629763455180002161' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/629763455180002161'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/629763455180002161'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2009/03/out-of-order-making-in-order-processors.html' title='Out of Order: Making In-Order Processors Play Nicely (presented by Allan Murphy)'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-1309029561451049529</id><published>2009-03-26T03:01:00.001-04:00</published><updated>2009-03-26T03:01:42.151-04:00</updated><title type='text'>The PlayStation 3’s SPUs in the Real World (presented by Michiel van der Leeuw)</title><summary type='text'>   Things they did on the SPU’s (post mordum)     What worked and didn’t work     Practical advice     Food for thought    3 Years ~120 team size with 27 programmers     Cinematic     Dense     Realistic     Intense          6 x 3.2 Ghz processor     Local mem per SPU     Very fast DMA          Core Requirements         Animation       AI       Skinning       Physics       Compression/</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/1309029561451049529/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=1309029561451049529' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1309029561451049529'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1309029561451049529'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2009/03/playstation-3s-spus-in-real-world.html' title='The PlayStation 3’s SPUs in the Real World (presented by Michiel van der Leeuw)'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-5666812738071197332</id><published>2009-03-26T03:00:00.001-04:00</published><updated>2009-03-26T03:00:04.217-04:00</updated><title type='text'>Lockless Programming in Games (Bruce Dawson, Microsoft)</title><summary type='text'>Current Hardware     360 – 6 hardware threads     PS3 – 9 hardware threads     Windows – Quad cores not uncommon     Point being multi-core is here to stay    Multithreading is mandatory if you want to harness the available power.  If not you are really wasting the advanced features of the hardware.  Multithreaded programming is easy if you don’t share data.  :)  Of course this is not usually an </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/5666812738071197332/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=5666812738071197332' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/5666812738071197332'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/5666812738071197332'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2009/03/lockless-programming-in-games-bruce.html' title='Lockless Programming in Games (Bruce Dawson, Microsoft)'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-1170827856317333052</id><published>2009-03-26T02:35:00.001-04:00</published><updated>2009-03-26T02:35:37.375-04:00</updated><title type='text'>Keynote: Discovering new development opportunities (Satoru Iwata, Nintendo)</title><summary type='text'>The day starts out with a packed room, all waiting to hear the keynote to be delivered by Satoru Iwata, President of Nintendo.  With the unquestionable success of the Nintendo products worldwide this talk is to pull back the curtain a bit on some the ideas and methods that have lead to this success.  Iwata started off by presenting the obligatory numbers slides showing how much success both the </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/1170827856317333052/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=1170827856317333052' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1170827856317333052'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1170827856317333052'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2009/03/keynote-discovering-new-development.html' title='Keynote: Discovering new development opportunities (Satoru Iwata, Nintendo)'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-6196641879638930290</id><published>2009-01-08T16:45:00.002-05:00</published><updated>2009-01-08T16:49:56.221-05:00</updated><title type='text'>Indexer example in C#</title><summary type='text'>using System;namespace Indexer{class Program{static void Main(string[] args){TestObject obj1 = new TestObject();TestObject obj2 = new TestObject();obj1.AddData(new[] { "this", "is", "test", "one", "!?" });obj2.AddData(new[] { "this", "is", "another", "test", "!" });// output to check objectOutputObject(obj1, "OBJ1");OutputObject(obj2, "OBJ2");obj1[1] = "was";obj2[1] = "used to be";// output to </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/6196641879638930290/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=6196641879638930290' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6196641879638930290'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6196641879638930290'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2009/01/indexer-example-in-c.html' title='Indexer example in C#'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-4520377606384921284</id><published>2009-01-06T03:45:00.003-05:00</published><updated>2009-01-06T03:53:45.720-05:00</updated><title type='text'>Memory alignment</title><summary type='text'>I have heard the discussion of memory alignment, or rather the question about is it really necessary.  I can say from a standpoint of any system where you would like to carefully manage memory (for speed or scalability), yes, it matters.Memory bandwidth can quickly become the bottleneck to a system.  If we take, for instance, this case.  We have a processor that has a memory width of 32 bits.  If</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/4520377606384921284/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=4520377606384921284' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4520377606384921284'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4520377606384921284'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2009/01/memory-alignment.html' title='Memory alignment'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-8184893287490952903</id><published>2008-11-16T12:28:00.003-05:00</published><updated>2008-11-16T12:33:21.283-05:00</updated><title type='text'>Run it or rip it - UPDATED!</title><summary type='text'>Just another update on the upcoming NXE for Xbox live.  This pertains to the ability to rip the games to the HDD, in hopes of faster load times/better in game performance.  I have said before that I reserve judgement on whether this is a good thing or not, and I think further revisions may help sway me this way.  My argument is, when I have time and want to play some games, I don't want to wait </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/8184893287490952903/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=8184893287490952903' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8184893287490952903'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8184893287490952903'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/11/run-it-or-rip-it-updated.html' title='Run it or rip it - UPDATED!'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-6138337405866916430</id><published>2008-11-01T12:25:00.003-04:00</published><updated>2008-11-01T12:46:19.582-04:00</updated><title type='text'>Run it or rip it!</title><summary type='text'>The upcoming NXE (xbox live dashboard update) will bring with it a feature to rip the game to your hard drive and run off that.  This is has been a topic of discussion with a few of my friends because there are some conflicting views.  The PS3 camp is saying its great, but they are forced to "install" their games.  While this makes the game run faster (eliminates some loading issues that have to </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/6138337405866916430/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=6138337405866916430' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6138337405866916430'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6138337405866916430'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/11/run-it-or-rip-it.html' title='Run it or rip it!'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-1116693841178758186</id><published>2008-08-15T02:49:00.001-04:00</published><updated>2008-08-15T02:49:02.108-04:00</updated><title type='text'>Post Mortem: Advances in Real-Time Rendering Part 1</title><summary type='text'>Global Illumination The discussion about global illumination was headed by Hao Chen, lead graphics software architect at Bungie. The idea of using global illumination in real-time applications has become a very important concept in new games.  If the surface does not emit any light (emissive) the formula used to calculate global illumination is listed.   This formula assumes a BRDF (f) has </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/1116693841178758186/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=1116693841178758186' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1116693841178758186'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1116693841178758186'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/08/post-mortem-advances-in-real-time.html' title='Post Mortem: Advances in Real-Time Rendering Part 1'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh4.ggpht.com/caleteeter/SKUmqLsCXRI/AAAAAAAABpg/8ucQfwxjfUw/s72-c/globalillumination_thumb%5B2%5D.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-6875975746693133908</id><published>2008-06-17T21:21:00.001-04:00</published><updated>2008-06-17T21:21:35.823-04:00</updated><title type='text'>Latest reads</title><summary type='text'>Just dropping a line on a book that I am reading.  It is focused on advanced .net debugging techniques and tools.    </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/6875975746693133908/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=6875975746693133908' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6875975746693133908'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6875975746693133908'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/06/latest-reads.html' title='Latest reads'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh3.ggpht.com/caleteeter/SFhjG80f5xI/AAAAAAAABZk/VSFhR8FqCWQ/s72-c/8650_thumb.gif?imgmax=800' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-7584670045139170455</id><published>2008-05-23T23:50:00.001-04:00</published><updated>2008-05-23T23:50:56.677-04:00</updated><title type='text'>Something new</title><summary type='text'>I have recently been spending some time learning LUA language.  I am looking into this mainly as this is a standard language used by game developers for in game scripting.  I picked up this book to aid in my studies.  More to follow on this.  </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/7584670045139170455/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=7584670045139170455' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7584670045139170455'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7584670045139170455'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/05/something-new.html' title='Something new'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-7342522904612578103</id><published>2008-04-23T00:30:00.001-04:00</published><updated>2008-04-23T00:30:06.505-04:00</updated><title type='text'>Elegant Memory Management Ideas</title><summary type='text'>In working on a recent project, involving some callback data in a animation with DirectX and interesting solution to a common problem was presented.  In order to describe the solution correctly, I must setup the scenario.  We have an animation that is loaded from say an X file with the DirectX API.  When using the convenient function to load the X file (D3DXLoadMeshHierarchyFromX) the obvious </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/7342522904612578103/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=7342522904612578103' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7342522904612578103'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7342522904612578103'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/04/elegant-memory-management-ideas.html' title='Elegant Memory Management Ideas'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-1127344705260017959</id><published>2008-02-28T01:19:00.001-05:00</published><updated>2008-02-28T01:19:33.180-05:00</updated><title type='text'>Building a Better Battle : Halo 3 AI</title><summary type='text'>This presentation was given by Damian Isla from Bungie Studios.  It presents the basic architecture and tools used to build the AI system in Halo 3.  This lecture specifically detailed the encounter logic.  Encounters are the "dance".  Basically how the system reacts and collapses in interesting ways.  The "dance" is the illusion of strategic intelligence.  Designers choreograph the "dance" to be</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/1127344705260017959/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=1127344705260017959' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1127344705260017959'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1127344705260017959'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/building-better-battle-halo-3-ai.html' title='Building a Better Battle : Halo 3 AI'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-8154738424448273999</id><published>2008-02-21T22:45:00.004-05:00</published><updated>2008-02-22T01:59:28.204-05:00</updated><title type='text'>Life on the Bungie Farm: Fun Things to Do with 180 servers and 350 processors</title><summary type='text'>This lecture was given by Luis Villegas and Sean Shypula.  This was primarily about the server farm and distributed computed system created by Bungie for automated builds of code and content.Advantages:Faster iterations -&gt; more polished gamesKeeps complexity under controlBinary Builds (game and tools)Automated tests are run on tool builds onlyLightmap RenderingPre-Compute Lighting in scenes (</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/8154738424448273999/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=8154738424448273999' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8154738424448273999'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8154738424448273999'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/life-on-bungie-farm-fun-things-to-do.html' title='Life on the Bungie Farm: Fun Things to Do with 180 servers and 350 processors'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-1001675580785839849</id><published>2008-02-21T22:44:00.007-05:00</published><updated>2008-02-22T01:41:09.521-05:00</updated><title type='text'>Beyond Printf: Debugging Graphics Through Tools</title><summary type='text'>This lecture was given by Dave Aronson from Nvidia and Karen Stevens from Microsoft (graphics tools division).Main toolsetsWindows - PIXNvidia - FXToolsUse GPU &amp; driver counters for basic performance related issues.Shader Perf 2.0Test opt opportunityIntegrated to FX ComposerRegression analysisIts in Beta 2.0!SDK AvailableFX Composer for authoring and debugging shaders.Use PIX for:Game Assets (</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/1001675580785839849/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=1001675580785839849' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1001675580785839849'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1001675580785839849'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/beyond-printf-debugging-graphics.html' title='Beyond Printf: Debugging Graphics Through Tools'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-4392249954275439949</id><published>2008-02-21T22:44:00.003-05:00</published><updated>2008-02-22T01:30:14.978-05:00</updated><title type='text'>GPU Optimization with the Latest NVIDIA Performance Tools</title><summary type='text'>Lecture given by Jeffrey Kiel from Nvidia with an instructor from Full Sail giving a demo.Optimization TechniquesSystem -&gt; CPU to GPU and multithreadingApplication -&gt; game codeMicrocode -&gt; lowest level (tied very closely to hardware)Optimizations should start at the higher level and work way down.  Microcode optimizations can be benefital but will only work with certain configurations (good for </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/4392249954275439949/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=4392249954275439949' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4392249954275439949'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4392249954275439949'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/gpu-optimization-with-latest-nvidia.html' title='GPU Optimization with the Latest NVIDIA Performance Tools'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-8768098775032004936</id><published>2008-02-21T22:40:00.001-05:00</published><updated>2008-02-22T01:14:16.036-05:00</updated><title type='text'>Environment Design in HALO 3</title><summary type='text'>Lecture was given by Mike Zak from Bungie.Typically there are artists, who manage geometry, and designers, who manage gameplay.  Bungie has titled an architect as the "glue" between these two.  This is the role Mike fills at Bungie (as well as a finishing artist).Pre-production modelBroad Timeline of level and gameNapkin sketchConcept ArtWhiteboardAspect 1 : The HookPromenant features in the </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/8768098775032004936/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=8768098775032004936' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8768098775032004936'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8768098775032004936'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/environment-design-in-halo-3.html' title='Environment Design in HALO 3'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-2065656271124622277</id><published>2008-02-21T01:14:00.004-05:00</published><updated>2008-02-21T01:30:41.102-05:00</updated><title type='text'>Audio Post-Mortem: HALO 3</title><summary type='text'>This lecture was given by pretty much the core audio team at Bungie (Marty O'Donnell, Jay Weinland, C Paul Johnson, and Mike Salvatori.First off let me just say that in my opinion, Marty O'Donnell is one of the best composer/audio directors I have ever seen.  He, and his team are very passionate about audio.  It really inspires others to push as hard as they do for audio perfection.Jay Weinland </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/2065656271124622277/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=2065656271124622277' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2065656271124622277'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2065656271124622277'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/audio-post-mortem-halo-3.html' title='Audio Post-Mortem: HALO 3'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-7123369735138641971</id><published>2008-02-21T01:03:00.002-05:00</published><updated>2008-02-21T01:13:27.353-05:00</updated><title type='text'>E Pluribus Unum: Matchmaking in HALO 3</title><summary type='text'>Chris Butcher from Bungie gave this presentation. This was talking about how matchmaking works in H2/H3 and differences (goods and bads) of both.This was a pretty technical talk about the internals of the matchmaking process. Chris started by talking about why this is needed. The idea of user being matched in games that will be fun (not too easy or hard) with some way to hold the user and keep </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/7123369735138641971/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=7123369735138641971' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7123369735138641971'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7123369735138641971'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/e-pluribus-unum-matchmaking-in-halo-3.html' title='E Pluribus Unum: Matchmaking in HALO 3'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-384984526173997320</id><published>2008-02-21T00:54:00.002-05:00</published><updated>2008-02-21T01:03:43.066-05:00</updated><title type='text'>The profile of a Great Software Tester</title><summary type='text'>This was hosted by Anibal Sousa, a Microsoft XNA manager (and Lead).  He is responsible for testing XBox Live and components contained therein.  I am trying to get an electronic copy of the presentation he showed. Anibal has a very good type of analysis used to determine if a person fits as a good software tester.  The attachment I will post will show this better.  I will post an update when I </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/384984526173997320/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=384984526173997320' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/384984526173997320'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/384984526173997320'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/profile-of-great-software-tester.html' title='The profile of a Great Software Tester'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-7511157164965257456</id><published>2008-02-21T00:29:00.003-05:00</published><updated>2008-02-21T00:52:16.794-05:00</updated><title type='text'>Technical Issues in Tools Development (Roundtable Discussion)</title><summary type='text'>John Walker hosted this session.Topics:Using reflection to help build GUI for tools3rd Party tools / components used to build toolsC# and managed code for tool buildingReflection with C++ and C is a bit harder to pull off (use header files) than something like C# or Java.  This limits this approach for dynamic generation of gui based tools and plugins for IDEs.Some of the studios still using C++ </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/7511157164965257456/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=7511157164965257456' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7511157164965257456'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7511157164965257456'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/technical-issues-in-tools-development.html' title='Technical Issues in Tools Development (Roundtable Discussion)'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-7083808338281256835</id><published>2008-02-21T00:28:00.001-05:00</published><updated>2008-02-21T00:29:19.963-05:00</updated><title type='text'>Technical Consulting Engineer, Intel C++ Compilers (Sponsored by Intel)</title><summary type='text'>The speaker was a no show, so nothing here.  :(</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/7083808338281256835/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=7083808338281256835' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7083808338281256835'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7083808338281256835'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/technical-consulting-engineer-intel-c.html' title='Technical Consulting Engineer, Intel C++ Compilers (Sponsored by Intel)'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-7210412943926514642</id><published>2008-02-20T14:34:00.003-05:00</published><updated>2008-02-20T21:42:33.682-05:00</updated><title type='text'>Running Halo3 without a Hard Drive:Presentation by Matt Noguchi</title><summary type='text'>Current Next Gen Games are IO bound.DVD drive supports about 12MB/s transfer rateThe key item impressed by Matt was to minimize seeks. When using hdd, the problem is much less pronounced, but with systems that might not have hdd, the system must work with at least just DVD drive.Break the levels down to required and optional resources.Required resources -&gt; blocking to load/synchronousOptional </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/7210412943926514642/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=7210412943926514642' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7210412943926514642'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7210412943926514642'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/running-halo3-without-hard.html' title='Running Halo3 without a Hard Drive:Presentation by Matt Noguchi'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-114635481345866003</id><published>2008-02-18T16:06:00.001-05:00</published><updated>2008-02-18T16:06:57.961-05:00</updated><title type='text'>GDC 2008 - Points of Interest</title><summary type='text'>I have attached a map of the locales I will be at so far.  http://maps.live.com/default.aspx?v=2&amp;cp=37.79639~-122.415891&amp;style=r&amp;lvl=15&amp;tilt=-90&amp;dir=0&amp;alt=-1000&amp;scene=13246441&amp;cid=3FAC30C6B49E9A66!637&amp;encType=1  </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/114635481345866003/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=114635481345866003' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/114635481345866003'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/114635481345866003'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/gdc-2008-points-of-interest.html' title='GDC 2008 - Points of Interest'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-7111827354380899905</id><published>2008-02-12T00:47:00.001-05:00</published><updated>2008-02-12T00:51:30.247-05:00</updated><title type='text'>GDC 2008 Agenda</title><summary type='text'>February 18-22San FranciscoMoscone Center Wed9:00 AM PSTNew Dog, Old Tricks: Running Halo 3 Without a Hard Drive Wed10:30 AM PSTTechnical Consulting Engineer, Intel C++ Compilers Sponsored by IntelWed12:00 PM PSTTechnical Issues in Tools Development (Day 1)Wed 1:00 PM PSTThe Profile of a Great Software TesterWed2:30 PM PSTE Pluribus Unum: Matchmaking in HALO 3Wed4:00 PM PSTAudio Post-Mortem: HALO</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/7111827354380899905/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=7111827354380899905' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7111827354380899905'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7111827354380899905'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/02/gdc-2008-agenda.html' title='GDC 2008 Agenda'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-8468006738790903071</id><published>2008-01-03T02:15:00.001-05:00</published><updated>2008-01-03T02:15:12.736-05:00</updated><title type='text'>New GC Feature in Framework 2.0 SP1</title><summary type='text'>There are a bevy of new functionality added with SP1 for .NET Framework 2.0, but one of particular interest to me was the changed to the garbage collector.  There are 2 major changes that I will discuss.  GC Collection Modes  There now exists a new overload to the GC.Collect method.  The new method signature is void System.GC.Collect(int generation, System.GCCollectionMode mode).  The generation </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/8468006738790903071/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=8468006738790903071' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8468006738790903071'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8468006738790903071'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2008/01/new-gc-feature-in-framework-20-sp1.html' title='New GC Feature in Framework 2.0 SP1'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-7069425933407346393</id><published>2007-12-28T00:09:00.001-05:00</published><updated>2007-12-28T00:09:49.081-05:00</updated><title type='text'>Frame of Reference and Animation Thoughts</title><summary type='text'>Recently I have been studying the ideas of Frame Hierarchies used in graphics programming.  Specifically, with DirectX and the X file graphics format.  Listed are some of my findings:  Frame of References  Frame of References are all around us.  A typical example is someone giving directions to someone else.  These are typically given "within a frame of reference".  Meaning, if directions are </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/7069425933407346393/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=7069425933407346393' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7069425933407346393'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7069425933407346393'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/12/frame-of-reference-and-animation.html' title='Frame of Reference and Animation Thoughts'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-9145506001767774072</id><published>2007-11-20T00:11:00.001-05:00</published><updated>2007-11-20T00:11:25.840-05:00</updated><title type='text'>XNA Game Studio 2.0 BETA released!</title><summary type='text'>The second release of XNA Game Studio has been released today.  I am in currently in process of installation of this.  I will be posting my experiences with this.  Link to download.  </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/9145506001767774072/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=9145506001767774072' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/9145506001767774072'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/9145506001767774072'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/11/xna-game-studio-20-beta-released.html' title='XNA Game Studio 2.0 BETA released!'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-3301392216150156704</id><published>2007-11-14T22:03:00.001-05:00</published><updated>2007-11-14T22:08:14.689-05:00</updated><title type='text'>Better Zuner than later  :)</title><summary type='text'>I have recently had the opportunity to experience the newest version of firmware and software available for the Zune.  I am the proud owner of a Halo 3: 30GB Zune.  As I have been using what is now termed the Zune 30 I have had experience with the device for about 6 months.    Device update  New firmware is included with the release of the new Zune devices, so the users of the 30GB model are not </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/3301392216150156704/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=3301392216150156704' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/3301392216150156704'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/3301392216150156704'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/11/zune-update-thoughts.html' title='Better Zuner than later  :)'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-2764048513102434167</id><published>2007-11-11T19:23:00.001-05:00</published><updated>2007-11-11T19:23:43.363-05:00</updated><title type='text'>Posting from Windows Live Writer</title><summary type='text'>This is a post generated by using a new tool recently released by Microsoft (Windows Live Writer).  I have never used a offline blog editing software, so I am looking forward to this.  Might help me stay up on my blog posts.  </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/2764048513102434167/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=2764048513102434167' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2764048513102434167'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2764048513102434167'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/11/posting-from-windows-live-writer.html' title='Posting from Windows Live Writer'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-1757554221837558433</id><published>2007-08-28T00:28:00.000-04:00</published><updated>2007-08-28T00:47:23.140-04:00</updated><title type='text'>I'm back....packing reduced instruction optimization</title><summary type='text'>Been a while since I posted, but I am knee deep in assembly at the moment, reviewing for game programming class.  Binary divison was a recent topic for reducing instructions by using bit shifts.  The interesting part is how to find the remainder on number other than factor of 2.  NOTE:  This works with divisors that are a factor of 2 (typical for mov(b/w/l) instructions).These operations are used</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/1757554221837558433/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=1757554221837558433' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1757554221837558433'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1757554221837558433'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/08/im-backpacking-reduced-instruction.html' title='I&apos;m back....packing reduced instruction optimization'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-8222559566867774437</id><published>2007-07-15T23:38:00.000-04:00</published><updated>2007-07-15T23:48:04.321-04:00</updated><title type='text'>Bungie Day!</title><summary type='text'>Bungie celebrated Bungie Day last week (07/07/2007 - 777), weird but it may well be the day when most get married (http://www.time.com/time/business/article/0,8599,1630320,00.html). They released a new theme and gamerpics on that day, and that day only. Listed below are the blades.  </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/8222559566867774437/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=8222559566867774437' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8222559566867774437'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8222559566867774437'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/07/bungie-day.html' title='Bungie Day!'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_l7lcZN8ZLUQ/Rprp--dXakI/AAAAAAAAAtk/vUxod-TmniU/s72-c/SNV10027.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-7281561717026954459</id><published>2007-07-09T01:15:00.000-04:00</published><updated>2007-07-09T01:24:30.119-04:00</updated><title type='text'>Modifing the size of your integer value</title><summary type='text'>When moving a integer, from say a smaller size field (word) to say a doubleword, you should not just movw to the new register.movw %ax, %bxThis should not be done because you can not be certain that the upper part of the EBX register is zeroed out ahead of time.  To do this you should first zero out the EBX (destination) and then move your intended value there.movl $0, %ebxmovw %ax, %bxIntel </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/7281561717026954459/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=7281561717026954459' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7281561717026954459'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7281561717026954459'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/07/modifing-size-of-your-integer-value.html' title='Modifing the size of your integer value'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-8887554638424313703</id><published>2007-07-07T21:59:00.000-04:00</published><updated>2007-07-07T22:38:41.289-04:00</updated><title type='text'>Under the C++ covers....literally</title><summary type='text'>In my continuing studies of C++ I have been studing assembly language. Not from a standpoint that I will be authoring large programs written totally in assembly, but when you are down to your last options and trying to squeeze performance from a piece of code, taking a look at the assembly generated by the HLL (high level language) you can find things otherwise unseen.Studies on Assembly: (get </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/8887554638424313703/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=8887554638424313703' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8887554638424313703'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8887554638424313703'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/07/under-c-coversliterally.html' title='Under the C++ covers....literally'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-8824533595805772354</id><published>2007-07-04T22:54:00.000-04:00</published><updated>2007-07-04T22:58:50.700-04:00</updated><title type='text'>Torque X for XNA creators (FREE!)</title><summary type='text'>Check out one of the coolest benefits of becoming a XNA Creator Club member (http://creators.xna.com/subscribers/torquex.aspx). This is makes the $100 entry to creators club easier to swallow for some. Content is being added to the site daily (new tutorials and info). Hats off to the XNA Dev Team at Microsoft!</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/8824533595805772354/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=8824533595805772354' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8824533595805772354'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/8824533595805772354'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/07/torque-x-for-xna-creators-free.html' title='Torque X for XNA creators (FREE!)'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_l7lcZN8ZLUQ/RoxeXBbtsmI/AAAAAAAAAtc/w7_V_aZZA1g/s72-c/TorqueXLogoBlack.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-3982611536479624572</id><published>2007-06-29T21:51:00.000-04:00</published><updated>2007-06-29T21:57:36.507-04:00</updated><title type='text'>Size matters?</title><summary type='text'>Screenshot posted from inside Bungie's realm. Apparantly this is the backend storage that will support the video/screenshot capabilities of the upcoming Halo 3. You can store as many as you like, on your local storage, but there limits, yet to be announced for public viewable ones. That's a lot of bytes though!</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/3982611536479624572/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=3982611536479624572' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/3982611536479624572'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/3982611536479624572'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/06/size-matters.html' title='Size matters?'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_l7lcZN8ZLUQ/RoW4QxbtslI/AAAAAAAAAtU/dR0Gi3Nie50/s72-c/zomgbytes.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-2750587910046346361</id><published>2007-06-21T02:04:00.000-04:00</published><updated>2007-06-24T16:47:11.336-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='graphics'/><category scheme='http://www.blogger.com/atom/ns#' term='DirectX'/><title type='text'>Compressing Textures.....the DirectX way</title><summary type='text'>Compression of textures is something that DirectX can take care of for us, but it makes sense to understand how it does this.Consider the following gradient:If you were required to store this in a texture, you would end up having to store hunderds of RGB values to represent it If you instead stored say 2 colors (the ends) you perform linear interpolation to get the remaining colors and you have </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/2750587910046346361/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=2750587910046346361' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2750587910046346361'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2750587910046346361'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/06/compressing-texturesthe-directx-way.html' title='Compressing Textures.....the DirectX way'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_l7lcZN8ZLUQ/RnoWER25H8I/AAAAAAAAAm4/zH1bMquHL3c/s72-c/green_bar2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-2774457596625716176</id><published>2007-06-17T18:49:00.000-04:00</published><updated>2007-06-17T18:56:04.179-04:00</updated><title type='text'>Binary Serialization in .NET</title><summary type='text'>Persisting objects to other medium for future use is one advantage of the serialization mechanisms built into the .NET Framework. Listed below is are 2 code sections showing serialization and deserialization to disk.SERIALIZE:FileStream fStream = new FileStream(ConfigurationManager.AppSettings[1].ToString(), FileMode.Open);BinaryFormatter bin = new BinaryFormatter();htObject = bin.Deserialize(</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/2774457596625716176/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=2774457596625716176' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2774457596625716176'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2774457596625716176'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/06/binary-serialization-in-net.html' title='Binary Serialization in .NET'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-2570176081008457613</id><published>2007-06-17T00:10:00.000-04:00</published><updated>2007-06-17T00:36:12.616-04:00</updated><title type='text'>GetHashCode() in .NET</title><summary type='text'>So in .NET, there is a virtual function defined for all object types (everything) named GetHashCode(). This function can be used to generated a hash value for an object, but the main caveat is this hash will not be guaranteed unique. The implementation can be used for very small amounts of data. The hash calculation returns a 32-bit integer. This means that at most there 4,294,967,295 different </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/2570176081008457613/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=2570176081008457613' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2570176081008457613'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/2570176081008457613'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/06/gethashcode-in-net.html' title='GetHashCode() in .NET'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-1970223518510405243</id><published>2007-06-15T00:07:00.000-04:00</published><updated>2007-06-15T00:11:16.513-04:00</updated><title type='text'>Halo 2 Vista.....we hardly knew ya!</title><summary type='text'>So I have finished Normal level campaign of Halo 2 Vista.  This game is definately worth the buy, even for gamers who have played H2 on XBox/360.  The graphics are that good!  I will continue the fight for Heroic and Legendary acheivements.  Btw, I will be getting back to more DirectX centric blogging now.  ;)</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/1970223518510405243/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=1970223518510405243' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1970223518510405243'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1970223518510405243'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/06/halo-2-vistawe-hardly-knew-ya.html' title='Halo 2 Vista.....we hardly knew ya!'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-1858974413761163479</id><published>2007-06-06T01:34:00.001-04:00</published><updated>2007-06-06T01:37:33.964-04:00</updated><title type='text'>Pac Man World Championships - NYC</title><summary type='text'>Got back a bit ago from the Pac Man World Championships.  Had a great time hanging out with the Microsoft crew and the fellow gamers.  We went to the Marriott in Times Square after the gaming for a community get together.  Interesting pics can be found on http://picasaweb.google.com/caleteeter/PacManWorldChampionships , these were courtesy of John Porcaro from the Gamerscore Blog.</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/1858974413761163479/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=1858974413761163479' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1858974413761163479'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1858974413761163479'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/06/pac-man-world-championships-nyc.html' title='Pac Man World Championships - NYC'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-6820409190826720631</id><published>2007-05-23T16:44:00.000-04:00</published><updated>2007-05-31T14:12:34.037-04:00</updated><title type='text'>Halo 2 for Vista Delayed!!!</title><summary type='text'>Halo 2 for Vista supporters will need to wait just a bit longer to "continue" the fight. Apparently, there were some problems with the DVD discs (physical problems). The new release date is May 31, 2007.UPDATE: There were rumors circulating the internet that H2 Vista would be delayed till July 4th, but these are bogus per Microsoft spokesperson. May 31 is the date.UPDATE: I swung by the local </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/6820409190826720631/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=6820409190826720631' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6820409190826720631'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6820409190826720631'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/05/halo-2-for-vista-delayed.html' title='Halo 2 for Vista Delayed!!!'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-5001027052245665370</id><published>2007-05-23T02:27:00.000-04:00</published><updated>2007-05-23T10:07:29.588-04:00</updated><title type='text'>Lambert's Law</title><summary type='text'>More on my continuing study of lighting effects on objects in three dimensional space.  Lambert's Law states that intensity of incoming light (a ray of light) is directly proportional to the orientation of the light to the point on a surface. Basically this means that we can scale reflected light (an hence color perceived by the user) by the cosine of the angle between the incoming light ray and </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/5001027052245665370/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=5001027052245665370' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/5001027052245665370'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/5001027052245665370'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/05/lamberts-law.html' title='Lambert&apos;s Law'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_l7lcZN8ZLUQ/RlPgNMyy7jI/AAAAAAAAAiA/GSjK4Mww9nk/s72-c/lamberts_law.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-7725271260924896108</id><published>2007-05-20T22:33:00.000-04:00</published><updated>2007-05-20T22:48:38.612-04:00</updated><title type='text'>Halo 3 Beta has arrived!!</title><summary type='text'>Hal0 3 Beta arrived, slightly delayed, but here none the less. Anything of this size is bound to have problems with production deployment, so its understood Bungie! I have been playing since launch, May 16th and this is the best Halo yet in my opinion. Of course we only get a small taste of multiplayer (no campaign) but it looks really impressive.My stats on H3 Beta:http://www.bungie.net/Account/</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/7725271260924896108/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=7725271260924896108' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7725271260924896108'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/7725271260924896108'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/05/halo-3-beta-has-arrived.html' title='Halo 3 Beta has arrived!!'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_l7lcZN8ZLUQ/RlEIT8yy7iI/AAAAAAAAAh4/MfAAPVq6jts/s72-c/halo3mp.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-1803273734014521534</id><published>2007-04-01T22:48:00.000-04:00</published><updated>2007-04-01T23:20:50.373-04:00</updated><title type='text'>Chatting about Game Cinematics with THQ's Coray Seifert</title><summary type='text'>I had the pleasure of attending a talk hosted by Game Institute with speaker Coray Seirfert from Kaos Studios, a THQ development house. The talk was about trailers and cinematics. It was basically a review of some top trailers and cinematics (H3, GOW, etc). Attendees were asked to view the content and comment to the group on their feel on items like the type of content, issues with the trailers, </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/1803273734014521534/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=1803273734014521534' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1803273734014521534'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/1803273734014521534'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/04/chatting-about-game-cinematics-with.html' title='Chatting about Game Cinematics with THQ&apos;s Coray Seifert'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-914426154783486673</id><published>2007-03-25T18:52:00.000-04:00</published><updated>2007-03-25T19:06:28.881-04:00</updated><title type='text'>Color macro in DirectX</title><summary type='text'>Quick post but I ran into a macro that is defined in d3d9types.h that accepts 4 float values and returns and a single DWORD.  This came up when I was working with the lighting pipeline in DirectX 9.  Specifically, there is a fundamental difference in the way vertex diffuse/specular colors are stored (DWORDs) and the way DirectX materials are stored (D3DCOLORVALUEs aka. 4 floats).definition:#</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/914426154783486673/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=914426154783486673' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/914426154783486673'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/914426154783486673'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/03/color-macro-in-directx.html' title='Color macro in DirectX'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-5084473669005290463</id><published>2007-03-23T01:48:00.000-04:00</published><updated>2007-03-23T09:31:37.900-04:00</updated><title type='text'>DirectX Fixed Function Lighting - Part 1</title><summary type='text'>So I have been studying the lighting module included with DirectX (fixed-function pipeline) and I created this as a summary of these effects.There are three main types of illumination models.Emissive - The object "emits" its own light (ie. neon sign)Ambient - A an object is lit by an outside source, based on the material properties of the object, it will reflect this light, which will </summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/5084473669005290463/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=5084473669005290463' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/5084473669005290463'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/5084473669005290463'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/03/directx-fixed-function-lighting-part-1.html' title='DirectX Fixed Function Lighting - Part 1'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-4774399035674624557</id><published>2007-03-16T22:12:00.000-04:00</published><updated>2007-03-16T22:14:17.239-04:00</updated><title type='text'>Great article on importance of not building garbage!</title><summary type='text'>This shows the importance of being careful to not build up garbage that the GC has to collect, especially on XNA as the GC is not as efficient.</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/4774399035674624557/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=4774399035674624557' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4774399035674624557'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4774399035674624557'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/03/great-article-on-importance-of-not.html' title='Great article on importance of not building garbage!'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-4637666292148182021</id><published>2007-03-16T00:19:00.000-04:00</published><updated>2007-03-16T17:24:47.738-04:00</updated><title type='text'>GDC 2007 Slide Online!</title><summary type='text'>The following are the slides from GDC.  I have been unable to find any audio or notes to accompany these, but I have touched based with Dave Weller via the xna forums and he did not have these available.UPDATE: The slide audio is availabe here for a fee!</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/4637666292148182021/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=4637666292148182021' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4637666292148182021'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4637666292148182021'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/03/gdc-2007-slide-online.html' title='GDC 2007 Slide Online!'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_l7lcZN8ZLUQ/Rfob4MscwmI/AAAAAAAAAAU/HyCWvXqY-3Y/s72-c/gdc.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-6752758916828302726</id><published>2007-03-06T21:57:00.000-05:00</published><updated>2007-03-06T23:33:43.933-05:00</updated><title type='text'>XNA Creators Club Site Live!!</title><summary type='text'>Its finally here. We all got the opportunity to join the XNA creators club a while back, but now the creators club web site has been released (actually was released Monday, first day of GDC). Apparantly, the msdn forums for XNA and DirectX will be moving over here. The new forums are great, much more rich experience.  Kudos to Microsoft and the XNA Team!!!UPDATE from GDC! From theZman</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/6752758916828302726/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=6752758916828302726' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6752758916828302726'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6752758916828302726'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/03/xna-creators-club-site-live.html' title='XNA Creators Club Site Live!!'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_l7lcZN8ZLUQ/Re4sWWKw1kI/AAAAAAAAAAM/nYSpIkKaFTc/s72-c/logo_xna.png' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-3107049796608690365</id><published>2007-03-05T00:11:00.000-05:00</published><updated>2007-03-05T00:16:02.485-05:00</updated><title type='text'>STL Vectors Unplugged  - Part 2</title><summary type='text'>Another update to the disection of the stl vector continues!!  This time we are looking closer at how much overhead is added for this "auto-grow" array.  There is no free lunch and this proves this point.  Link to vector size discussion.</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/3107049796608690365/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=3107049796608690365' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/3107049796608690365'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/3107049796608690365'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/03/stl-vectors-unplugged-part-2.html' title='STL Vectors Unplugged  - Part 2'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-6957147854522805347</id><published>2007-03-04T11:17:00.000-05:00</published><updated>2007-03-05T00:16:47.344-05:00</updated><title type='text'>STL Vectors Unplugged  - Part 1</title><summary type='text'>I came upon this article on STL vectors and how the instantiation of new ones (of different types) can effect the output binary size. Check it out!  Interesting reading.</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/6957147854522805347/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=6957147854522805347' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6957147854522805347'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/6957147854522805347'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/03/stl-vectors-unplugged.html' title='STL Vectors Unplugged  - Part 1'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-4023452368864787122</id><published>2007-03-02T01:02:00.000-05:00</published><updated>2007-03-02T01:09:21.553-05:00</updated><title type='text'>Performance Optimization Tips for XNA</title><summary type='text'>A big issue that is getting some press has resulting from new products like XNA Game Studio and the questions are arising about how to make things like the garbage collector deterministic in managed code. If code in a critical game loop is stalled, for garbage collection, the results would seem to be very bad (stutter, dropped frames, oh my!). Luckily, the CF team that worked on the XNA Framework</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/4023452368864787122/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=4023452368864787122' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4023452368864787122'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/4023452368864787122'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/03/performance-optimization-tips-for-xna.html' title='Performance Optimization Tips for XNA'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3634638495272056710.post-3589582263937740436</id><published>2007-02-20T13:15:00.000-05:00</published><updated>2007-02-20T13:18:54.178-05:00</updated><title type='text'>Determining intersection of ray and triangle</title><summary type='text'>One of the best ray-triangle intersection routines, written by Tomas Akenine Moller./* Ray-Triangle Intersection Test Routines *//* Different optimizations of my and Ben Trumbore's *//* code from journals of graphics tools (JGT) *//* http://www.acm.org/jgt/ *//* by Tomas Moller, May 2000 */#include #define EPSILON 0.000001#define CROSS(dest,v1,v2) \dest[0]=v1[1]*v2[2]-v1[2]*v2[1]; \dest[1]=v1[2]*</summary><link rel='replies' type='application/atom+xml' href='http://directxinfo.blogspot.com/feeds/3589582263937740436/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3634638495272056710&amp;postID=3589582263937740436' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/3589582263937740436'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3634638495272056710/posts/default/3589582263937740436'/><link rel='alternate' type='text/html' href='http://directxinfo.blogspot.com/2007/02/determining-intersection-of-ray-and.html' title='Determining intersection of ray and triangle'/><author><name>Cale Teeter</name><uri>http://www.blogger.com/profile/06873910030528245849</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
