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	<title>Comments on: XNA Game Engine Tutorial #10: Post Processing</title>
	<atom:link href="http://www.innovativegames.net/blog/blog/2008/12/30/engine-tutorial-10/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.innovativegames.net/blog/blog/2008/12/30/engine-tutorial-10/</link>
	<description>Independent game development blog by Sean James</description>
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		<title>By: Targeted Facebook Fans</title>
		<link>http://www.innovativegames.net/blog/blog/2008/12/30/engine-tutorial-10/comment-page-1/#comment-31986</link>
		<dc:creator>Targeted Facebook Fans</dc:creator>
		<pubDate>Thu, 15 Dec 2011 06:53:16 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=271#comment-31986</guid>
		<description>&lt;strong&gt;Website Trackback Link...&lt;/strong&gt;

[...]the time to read or visit the content or sites we have linked to below the[...]...</description>
		<content:encoded><![CDATA[<p><strong>Website Trackback Link&#8230;</strong></p>
<p>[...]the time to read or visit the content or sites we have linked to below the[...]&#8230;</p>
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		<title>By: seo packeg</title>
		<link>http://www.innovativegames.net/blog/blog/2008/12/30/engine-tutorial-10/comment-page-1/#comment-17750</link>
		<dc:creator>seo packeg</dc:creator>
		<pubDate>Sun, 13 Mar 2011 06:01:26 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=271#comment-17750</guid>
		<description>this is nice blogs and i&#039;m interested about that. so it is so wonderful blogsite</description>
		<content:encoded><![CDATA[<p>this is nice blogs and i&#8217;m interested about that. so it is so wonderful blogsite</p>
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		<title>By: Natrion</title>
		<link>http://www.innovativegames.net/blog/blog/2008/12/30/engine-tutorial-10/comment-page-1/#comment-5504</link>
		<dc:creator>Natrion</dc:creator>
		<pubDate>Tue, 29 Sep 2009 11:28:47 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=271#comment-5504</guid>
		<description>I want to apply a post process distortion effect to an area that is larger then the viewport. (distortion reduces the quality of the image so i want to make it bigger, apply the effect then scale it down)

So basically, I want to render everything pre-process to a large framebuffer, sample that, take a rectangle from that, downscale it a bit and pass that to the viewport. Can you show me how I do that?</description>
		<content:encoded><![CDATA[<p>I want to apply a post process distortion effect to an area that is larger then the viewport. (distortion reduces the quality of the image so i want to make it bigger, apply the effect then scale it down)</p>
<p>So basically, I want to render everything pre-process to a large framebuffer, sample that, take a rectangle from that, downscale it a bit and pass that to the viewport. Can you show me how I do that?</p>
]]></content:encoded>
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	<item>
		<title>By: Z3nder</title>
		<link>http://www.innovativegames.net/blog/blog/2008/12/30/engine-tutorial-10/comment-page-1/#comment-4319</link>
		<dc:creator>Z3nder</dc:creator>
		<pubDate>Sat, 30 May 2009 10:51:05 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=271#comment-4319</guid>
		<description>Does it support VertexShader too?</description>
		<content:encoded><![CDATA[<p>Does it support VertexShader too?</p>
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	<item>
		<title>By: Philip</title>
		<link>http://www.innovativegames.net/blog/blog/2008/12/30/engine-tutorial-10/comment-page-1/#comment-2759</link>
		<dc:creator>Philip</dc:creator>
		<pubDate>Sat, 21 Mar 2009 10:31:24 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=271#comment-2759</guid>
		<description>Hey there,

Just to say, a wonderful series of tutorials, good speed and the best way of structuring one&#039;s project.

What I have experienced as I enabled the blur effect, there suddenly was a problem with the depthbuffer of the terrain.
As I searched really long for a solution I wanted to give it to people here:

In the terrain class after

Engine.GraphicsDevice.RenderState.CullMode = CullMode.CullClockwiseFace;

add

Engine.GraphicsDevice.RenderState.DepthBufferEnable = true;
Engine.GraphicsDevice.RenderState.DepthBufferWriteEnable = true;

This should work

Bye and another time, thank you for the tutorials</description>
		<content:encoded><![CDATA[<p>Hey there,</p>
<p>Just to say, a wonderful series of tutorials, good speed and the best way of structuring one&#8217;s project.</p>
<p>What I have experienced as I enabled the blur effect, there suddenly was a problem with the depthbuffer of the terrain.<br />
As I searched really long for a solution I wanted to give it to people here:</p>
<p>In the terrain class after</p>
<p>Engine.GraphicsDevice.RenderState.CullMode = CullMode.CullClockwiseFace;</p>
<p>add</p>
<p>Engine.GraphicsDevice.RenderState.DepthBufferEnable = true;<br />
Engine.GraphicsDevice.RenderState.DepthBufferWriteEnable = true;</p>
<p>This should work</p>
<p>Bye and another time, thank you for the tutorials</p>
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