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	<title>fixored? &#187; DirectX</title>
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	<description>It works on my machine.</description>
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		<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>
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		<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>
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		<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>
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		<slash:comments>0</slash:comments>
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		<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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