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	<title>fixored? &#187; C++</title>
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	<description>It works on my machine.</description>
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		<title>Site Blogged</title>
		<link>http://www.sjbrown.co.uk/2008/09/08/blogged/</link>
		<comments>http://www.sjbrown.co.uk/2008/09/08/blogged/#comments</comments>
		<pubDate>Mon, 08 Sep 2008 19:02:59 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[DXT]]></category>
		<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=9</guid>
		<description><![CDATA[My homegrown php code is ageing badly, so it&#8217;s time to ditch the lot and join the WordPress collective.
Hopefully the site survived the transition:

The squish library has its own page, but this just links to the Google Code project where this is now hosted.
All other old articles and code should have been converted into posts.
Found [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Spherical Harmonic Basis Functions</title>
		<link>http://www.sjbrown.co.uk/2004/10/16/spherical-harmonic-basis/</link>
		<comments>http://www.sjbrown.co.uk/2004/10/16/spherical-harmonic-basis/#comments</comments>
		<pubDate>Sat, 16 Oct 2004 19:00:43 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Spherical Harmonics]]></category>

		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=30</guid>
		<description><![CDATA[Spherical harmonic basis functions can be defined in various different ways depending on your derivation or normalisation requirements. This page defines the real-valued set I use, along with algorithms and code snippets for irradiance estimation and run-time evaluation.

Derivation
Real-valued spherical harmonics are defined in terms of their complex analogues. This derivation produces the signless real spherical [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>A Lua Syntax Highlighter</title>
		<link>http://www.sjbrown.co.uk/2004/06/21/lualite/</link>
		<comments>http://www.sjbrown.co.uk/2004/06/21/lualite/#comments</comments>
		<pubDate>Mon, 21 Jun 2004 19:00:02 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Lua]]></category>

		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=211</guid>
		<description><![CDATA[Lua is a very compact, fast scripting language with great platform support. Editing lua scripts is nice and easy in most editors (such as gvim), but Visual Studio doesn&#8217;t highlight the syntax by default. So here&#8217;s a plug-in for Visual Studio .NET 2003 that highlights Lua 5.0 syntax and provides auto-completion for keywords and identifiers [...]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Pooled Allocators For The STL</title>
		<link>http://www.sjbrown.co.uk/2004/05/01/pooled-allocators-for-the-stl/</link>
		<comments>http://www.sjbrown.co.uk/2004/05/01/pooled-allocators-for-the-stl/#comments</comments>
		<pubDate>Sat, 01 May 2004 19:00:55 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[C++]]></category>

		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=85</guid>
		<description><![CDATA[One of the main complaints about the STL is the perceived lack of memory efficiency. In this article I&#8217;ll present a simple pooled allocator for use with the STL containers that allocate single elements at a time, such as list, set or map.

The Core of An STL Allocator
The core functions of an STL allocator are [...]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Why You Should Always Use static_cast</title>
		<link>http://www.sjbrown.co.uk/2004/05/01/always-use-static_cast/</link>
		<comments>http://www.sjbrown.co.uk/2004/05/01/always-use-static_cast/#comments</comments>
		<pubDate>Sat, 01 May 2004 18:00:48 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[C++]]></category>

		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=71</guid>
		<description><![CDATA[I&#8217;m writing this to document my experience with the use of casting in large class hieararchies, specifically those that use multiple inheritance. I&#8217;ll be mainly having a go at anyone who likes to use C-style casts to move around their class hierarchy.

First I&#8217;ll detail the correct way to traverse between multiple base classes, then we&#8217;ll [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Why You Should Always Use explicit Constructors</title>
		<link>http://www.sjbrown.co.uk/2004/05/01/always-use-explicit/</link>
		<comments>http://www.sjbrown.co.uk/2004/05/01/always-use-explicit/#comments</comments>
		<pubDate>Sat, 01 May 2004 17:00:19 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[C++]]></category>

		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=102</guid>
		<description><![CDATA[Part of the overloading rules in C++ allow for types to be freely converted to other types through the use of single-argument constructors. Since no compilers currently inform you when this is going on it can lead to obscure bugs and/or inefficient code.

This behaviour can be controlled through the C++ keyword explicit, however, in my [...]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>How To Fix The DirectX Rasterisation Rules</title>
		<link>http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/</link>
		<comments>http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/#comments</comments>
		<pubDate>Thu, 01 May 2003 19:00:12 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://sjbrown.co.uk/blog/?p=117</guid>
		<description><![CDATA[DirectX has always rasterised to render target pixel centres, and has always looked up textures from texel edges. Because of this, it is more difficult than it should be to write a flexible shader system where various portions of your pipeline are image-based. It is much simpler to work in a unified system where you [...]]]></description>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Really Old Demos &#8211; The Buggy Demo</title>
		<link>http://www.sjbrown.co.uk/2002/08/01/the-buggy-demo/</link>
		<comments>http://www.sjbrown.co.uk/2002/08/01/the-buggy-demo/#comments</comments>
		<pubDate>Thu, 01 Aug 2002 19:00:30 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shadows]]></category>

		<guid isPermaLink="false">http://sjbrown.co.uk/?p=222</guid>
		<description><![CDATA[This demo is just here for posterity &#8211; it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry.  Be warned, there&#8217;s some seriously dodgy coding going on here&#8230;

The Buggy Demo
This demo was my first released finished project. It combines stencil shadowing with an open [...]]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Really Old Demos &#8211; Cubic Shadow Mapping</title>
		<link>http://www.sjbrown.co.uk/2002/08/01/cubic-shadow-mapping/</link>
		<comments>http://www.sjbrown.co.uk/2002/08/01/cubic-shadow-mapping/#comments</comments>
		<pubDate>Thu, 01 Aug 2002 18:00:49 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shadows]]></category>

		<guid isPermaLink="false">http://sjbrown.co.uk/?p=235</guid>
		<description><![CDATA[This demo is just here for posterity &#8211; it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry. Be warned, there’s some seriously dodgy coding going on here…

Cubic Shadow Mapping
This demo shows a variation on shadow mapping using cube maps and pixels shaders to all [...]]]></description>
		<wfw:commentRss>http://www.sjbrown.co.uk/2002/08/01/cubic-shadow-mapping/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Really Old Demos &#8211; OpenEngine</title>
		<link>http://www.sjbrown.co.uk/2002/08/01/openengine/</link>
		<comments>http://www.sjbrown.co.uk/2002/08/01/openengine/#comments</comments>
		<pubDate>Thu, 01 Aug 2002 17:00:31 +0000</pubDate>
		<dc:creator>Simon Brown</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shadows]]></category>

		<guid isPermaLink="false">http://sjbrown.co.uk/?p=241</guid>
		<description><![CDATA[This demo is just here for posterity &#8211; it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry. Be warned, there’s some seriously dodgy coding going on here…

I started writing an open rendering system for DirectX 8. After getting a job I haven&#8217;t had the [...]]]></description>
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		<slash:comments>0</slash:comments>
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