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	<title>Comments on: 2D Ambient Shadows</title>
	<atom:link href="http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/feed/" rel="self" type="application/rss+xml" />
	<link>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/</link>
	<description>Blue Sky Games</description>
	<lastBuildDate>Tue, 01 May 2012 18:33:34 +0000</lastBuildDate>
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		<title>By: Manuel</title>
		<link>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/comment-page-1/#comment-28591</link>
		<dc:creator>Manuel</dc:creator>
		<pubDate>Mon, 27 Sep 2010 22:14:15 +0000</pubDate>
		<guid isPermaLink="false">http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/#comment-28591</guid>
		<description>Nice one! This adds a really nice feeling to the scene.
Also!? Have you ever released the code for your other article at http://www.gamedev.net/reference/articles/article2032.asp?

Keep up the good work!</description>
		<content:encoded><![CDATA[<p>Nice one! This adds a really nice feeling to the scene.<br />
Also!? Have you ever released the code for your other article at <a href="http://www.gamedev.net/reference/articles/article2032.asp?" rel="nofollow">http://www.gamedev.net/reference/articles/article2032.asp?</a></p>
<p>Keep up the good work!</p>
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		<title>By: Calsmurf2904</title>
		<link>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/comment-page-1/#comment-27573</link>
		<dc:creator>Calsmurf2904</dc:creator>
		<pubDate>Sat, 31 Jul 2010 14:23:55 +0000</pubDate>
		<guid isPermaLink="false">http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/#comment-27573</guid>
		<description>Hello,

I just implemented this in my 2D DirectX game, but I have one question?
How did you handle images with alpha values?

I had to add this check to the depthmap creation:
if(color.a &gt; 0.1f)
    return float4(1.0f-CurrentDepth, 1.0f-CurrentDepth, 1.0f-CurrentDepth, 1);
else
    return float4(0, 0, 0, 0);

Yet, I&#039;m not quite satisfied with this.
Anyway, you can see my results here:
Before: http://img25.imageshack.us/f/beforejw.png/
After: http://img37.imageshack.us/f/afterh.png/

This is after applying a box-blur over the texture.</description>
		<content:encoded><![CDATA[<p>Hello,</p>
<p>I just implemented this in my 2D DirectX game, but I have one question?<br />
How did you handle images with alpha values?</p>
<p>I had to add this check to the depthmap creation:<br />
if(color.a &gt; 0.1f)<br />
    return float4(1.0f-CurrentDepth, 1.0f-CurrentDepth, 1.0f-CurrentDepth, 1);<br />
else<br />
    return float4(0, 0, 0, 0);</p>
<p>Yet, I&#8217;m not quite satisfied with this.<br />
Anyway, you can see my results here:<br />
Before: <a href="http://img25.imageshack.us/f/beforejw.png/" rel="nofollow">http://img25.imageshack.us/f/beforejw.png/</a><br />
After: <a href="http://img37.imageshack.us/f/afterh.png/" rel="nofollow">http://img37.imageshack.us/f/afterh.png/</a></p>
<p>This is after applying a box-blur over the texture.</p>
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	<item>
		<title>By: JC</title>
		<link>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/comment-page-1/#comment-22</link>
		<dc:creator>JC</dc:creator>
		<pubDate>Sat, 26 Jul 2008 11:50:41 +0000</pubDate>
		<guid isPermaLink="false">http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/#comment-22</guid>
		<description>Oops, my mistake. Should be fixed now, ta.</description>
		<content:encoded><![CDATA[<p>Oops, my mistake. Should be fixed now, ta.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Riven</title>
		<link>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/comment-page-1/#comment-21</link>
		<dc:creator>Riven</dc:creator>
		<pubDate>Fri, 25 Jul 2008 20:34:20 +0000</pubDate>
		<guid isPermaLink="false">http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/#comment-21</guid>
		<description>From the sourcecode:
for (int i=0; i 0.01)

Which might be:
for (int i=0; i LT ??; i+=0.01)
so what&#039;s the upper bound?

Maybe add html-encoding to see LT, GT, EQ?</description>
		<content:encoded><![CDATA[<p>From the sourcecode:<br />
for (int i=0; i 0.01)</p>
<p>Which might be:<br />
for (int i=0; i LT ??; i+=0.01)<br />
so what&#8217;s the upper bound?</p>
<p>Maybe add html-encoding to see LT, GT, EQ?</p>
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	<item>
		<title>By: Drilian</title>
		<link>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/comment-page-1/#comment-20</link>
		<dc:creator>Drilian</dc:creator>
		<pubDate>Fri, 25 Jul 2008 00:18:11 +0000</pubDate>
		<guid isPermaLink="false">http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/#comment-20</guid>
		<description>Wow, that&#039;s...that&#039;s really quite cool :)

Well done!  I really wanted to get shadowing into Mop of Destiny, but I couldn&#039;t come up with a good way to do so.  I wish I&#039;d had this at the time!  Maybe for the sequel...</description>
		<content:encoded><![CDATA[<p>Wow, that&#8217;s&#8230;that&#8217;s really quite cool <img src='http://triangularpixels.net/games/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Well done!  I really wanted to get shadowing into Mop of Destiny, but I couldn&#8217;t come up with a good way to do so.  I wish I&#8217;d had this at the time!  Maybe for the sequel&#8230;</p>
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