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	<title>BitwiseOR</title>
	<link>http://blog.bitwiseor.com</link>
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	<lastBuildDate>Thu, 01 May 2008 22:19:45 +0000</lastBuildDate>
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		<title>Logical vs. Bitwise</title>
		<description>I started a new job not too long ago. All new hires at my company need to go through a couple months of training. That's fine; I actually see it as a good thing. I've been learning how the company works, who is in charge of what and what I ...</description>
		<link>http://blog.bitwiseor.com/47/</link>
			</item>
	<item>
		<title>Coding methodology</title>
		<description>You know what I find fun? Coding.

Not planning to code, not testing by hand, but pure coding from scratch and then untangling the mess I made by debugging it. That's why I don't care for certain methodologies. The Waterfall method specifically.

Don't get me wrong; when done correctly coding models work ...</description>
		<link>http://blog.bitwiseor.com/46/</link>
			</item>
	<item>
		<title>Covert Channels over BitTorrent</title>
		<description>BitTorrent is already used for many nefarious activities. Mostly software, music and movie piracy. Here's another layer of suspicious actions that we can add to the list. At the end of last year me and four other guys got together and created a way to send covert messages over the ...</description>
		<link>http://blog.bitwiseor.com/39/</link>
			</item>
	<item>
		<title>Depth Map, Normal Map</title>
		<description>A lot of interesting graphics techniques require the use of depth maps and normals maps. Depth maps store information of how far a pixel is from the eye in the final rendered scene. Similarly, normal maps store the surface's normal vector for the cooresponding pixel. One way to do this ...</description>
		<link>http://blog.bitwiseor.com/37/</link>
			</item>
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		<title>OpenGL Transforms and the Inverse Model View</title>
		<description>Below, I mentioned that I stored the inverse modelview matrix in gl_TextureMatrix[0] . Why did I do this? Well, I needed to transform the vertices and vectors from eye space to world space. Unfortunately, OpenGL sets up the Model View matrix to transform from object space to camera space; the ...</description>
		<link>http://blog.bitwiseor.com/36/</link>
			</item>
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		<title>Refraction: Part 1</title>
		<description>
So, that engine I was working on; I made quite a bit of progress and decided to try and actual project with it. The project is real time refraction using GLSL. The first step is very quick and easy.

One bounce refraction of an infinite environment.

First, create a skybox in order ...</description>
		<link>http://blog.bitwiseor.com/35/</link>
			</item>
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		<title>NVidia DualTV + nForce 2</title>
		<description>Oi, what a pain. NVidia's DualTV Tuner does not like to play well with the latest nForce 2 drivers. Random restarts occur when trying to use it. Solution: Use the latest DualTV drivers and roll back to version 4.27 of the nForce 2 drivers. </description>
		<link>http://blog.bitwiseor.com/34/</link>
			</item>
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		<title>GL_ARB_texture_non_power_of_two</title>
		<description>If the GL_ARB_texture_non_power_of_two extension is supported on your system, then you will be able to use textures of any size (within the limits of the system).  No functions or constants are added with this extension.

Not exactly the most complicated of extensions. </description>
		<link>http://blog.bitwiseor.com/31/</link>
			</item>
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		<title>GL_EXT_shadow_funcs</title>
		<description>The GL_EXT_shadow_funcs extension requires GL_ARB_shadow and GL_ARB_depth_texture in order to have any effect. In the GL_ARB_shadow example on this site we use GL_LEQUAL when setting the GL_TEXTURE_COMPARE_FUNC_ARB texture parameter. GL_ARB_shadow allows this comparison function to be GL_GEQUAL as well, but not any of the other comparison functions. 

This extension allows ...</description>
		<link>http://blog.bitwiseor.com/29/</link>
			</item>
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		<title>GL_ARB_shadow</title>
		<description>The GL_ARB_shadow extension allows us to create simple shadow maps. It requires the GL_ARB_depth_texture extension. For more information on the theory and implementation of shadow maps see NVidia's hardware shadow maps document.

The theory behind using shadow maps is very simple and can be summed up in one sentence. Any point ...</description>
		<link>http://blog.bitwiseor.com/27/</link>
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