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	<title>Comments for The Ramblings of a Hazy Mind</title>
	<atom:link href="http://www.thehazymind.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.thehazymind.com</link>
	<description>Graphics and Game Development, Homebrewing, and the Quest for the Holy Grail</description>
	<lastBuildDate>Sun, 24 Jul 2011 16:54:25 +0000</lastBuildDate>
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		<title>Comment on DirectX 11 and C++ by Matt</title>
		<link>http://www.thehazymind.com/xna/directx-11-and-c/comment-page-1/#comment-73</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Sun, 24 Jul 2011 16:54:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/?p=293#comment-73</guid>
		<description>As someone whose done both Xna and then DirectX 11 in C++, I&#039;d be very interested to see your results with this endeavor.  It wouldn&#039;t have to be full on tutorials, even just a post-mortem style thing would be interesting.  I&#039;ve found C++ and DirectX to feel very cumbersome and slow to develop compared to C# with Xna, so I&#039;ve been tossing around the idea of prototyping an engine and game in Xna, and then porting it to DirectX/C++.  It will be very cool to see how someone else tackles the same kind of project.</description>
		<content:encoded><![CDATA[<p>As someone whose done both Xna and then DirectX 11 in C++, I&#8217;d be very interested to see your results with this endeavor.  It wouldn&#8217;t have to be full on tutorials, even just a post-mortem style thing would be interesting.  I&#8217;ve found C++ and DirectX to feel very cumbersome and slow to develop compared to C# with Xna, so I&#8217;ve been tossing around the idea of prototyping an engine and game in Xna, and then porting it to DirectX/C++.  It will be very cool to see how someone else tackles the same kind of project.</p>
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	<item>
		<title>Comment on Tabs vs Spaces by Av8or1ab</title>
		<link>http://www.thehazymind.com/blog/tabs-vs-spaces/comment-page-1/#comment-71</link>
		<dc:creator>Av8or1ab</dc:creator>
		<pubDate>Sun, 10 Jul 2011 19:14:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/?p=290#comment-71</guid>
		<description>Amen.</description>
		<content:encoded><![CDATA[<p>Amen.</p>
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		<title>Comment on Writing a Custom BasicEffect by derf</title>
		<link>http://www.thehazymind.com/xna/writing-a-custom-basiceffect/comment-page-1/#comment-70</link>
		<dc:creator>derf</dc:creator>
		<pubDate>Fri, 17 Jun 2011 03:54:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/11/tutorial_7_a_mo.htm#comment-70</guid>
		<description>Got it from the svn at revision 162.</description>
		<content:encoded><![CDATA[<p>Got it from the svn at revision 162.</p>
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		<title>Comment on Writing a Custom BasicEffect by mikeschuld</title>
		<link>http://www.thehazymind.com/xna/writing-a-custom-basiceffect/comment-page-1/#comment-69</link>
		<dc:creator>mikeschuld</dc:creator>
		<pubDate>Thu, 16 Jun 2011 18:07:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/11/tutorial_7_a_mo.htm#comment-69</guid>
		<description>I&#039;ll try it out when I get home tonight and see what the problem might be. Are you using code from the repository (git or the old svn) or just pasting from the pdf?</description>
		<content:encoded><![CDATA[<p>I&#8217;ll try it out when I get home tonight and see what the problem might be. Are you using code from the repository (git or the old svn) or just pasting from the pdf?</p>
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		<title>Comment on Writing a Custom BasicEffect by derf</title>
		<link>http://www.thehazymind.com/xna/writing-a-custom-basiceffect/comment-page-1/#comment-68</link>
		<dc:creator>derf</dc:creator>
		<pubDate>Wed, 15 Jun 2011 21:34:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/11/tutorial_7_a_mo.htm#comment-68</guid>
		<description>When I compile this tutorial to see it in action, it has an error with the LightDirection variable.

this is the line of the BasicShader.fx that has the error

LightDirection = normalize(-LightDirection);

Gives me error code X3025 Global variables are implicitly constant...

I should point out I opened in VS2010 and updated to VS2010. This is the only problem with the application build.</description>
		<content:encoded><![CDATA[<p>When I compile this tutorial to see it in action, it has an error with the LightDirection variable.</p>
<p>this is the line of the BasicShader.fx that has the error</p>
<p>LightDirection = normalize(-LightDirection);</p>
<p>Gives me error code X3025 Global variables are implicitly constant&#8230;</p>
<p>I should point out I opened in VS2010 and updated to VS2010. This is the only problem with the application build.</p>
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		<title>Comment on Emulated nook in the Android SDK by markonhawthorne</title>
		<link>http://www.thehazymind.com/blog/emulated-nook-in-the-android-sdk/comment-page-1/#comment-66</link>
		<dc:creator>markonhawthorne</dc:creator>
		<pubDate>Mon, 10 Jan 2011 19:11:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/?p=211#comment-66</guid>
		<description>It takes a long time for the NOOKcolor emulator (or any emulator) to boot Android.
I usually go get a cup of coffee, then leave it running while I&#039;m working.

Sometimes it gets stuck there, but not often, and restarting the emulator usually works.

Mark</description>
		<content:encoded><![CDATA[<p>It takes a long time for the NOOKcolor emulator (or any emulator) to boot Android.<br />
I usually go get a cup of coffee, then leave it running while I&#8217;m working.</p>
<p>Sometimes it gets stuck there, but not often, and restarting the emulator usually works.</p>
<p>Mark</p>
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	<item>
		<title>Comment on XNA and WinForms by mikeschuld</title>
		<link>http://www.thehazymind.com/blog/xna-and-winforms/comment-page-1/#comment-64</link>
		<dc:creator>mikeschuld</dc:creator>
		<pubDate>Fri, 22 Oct 2010 19:35:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/?p=190#comment-64</guid>
		<description>This seems to be an issue with how XNA / DirectX handles the input from DirectInput devices. I haven&#039;t gotten a workaround for this one yet and the #xna folks don&#039;t have much to say on it either since it is such a corner case use scenario.

Seems we only get to use things like radio buttons and dropdowns for now at least.</description>
		<content:encoded><![CDATA[<p>This seems to be an issue with how XNA / DirectX handles the input from DirectInput devices. I haven&#8217;t gotten a workaround for this one yet and the #xna folks don&#8217;t have much to say on it either since it is such a corner case use scenario.</p>
<p>Seems we only get to use things like radio buttons and dropdowns for now at least.</p>
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	<item>
		<title>Comment on XNA and WinForms by SniperED007</title>
		<link>http://www.thehazymind.com/blog/xna-and-winforms/comment-page-1/#comment-63</link>
		<dc:creator>SniperED007</dc:creator>
		<pubDate>Wed, 11 Aug 2010 21:55:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/?p=190#comment-63</guid>
		<description>Very cool, but what about keyboard support? I cant enter any text into a texbox etc..</description>
		<content:encoded><![CDATA[<p>Very cool, but what about keyboard support? I cant enter any text into a texbox etc..</p>
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	<item>
		<title>Comment on Rendering Real Models by mikeschuld</title>
		<link>http://www.thehazymind.com/xna/rendering-real-models/comment-page-1/#comment-62</link>
		<dc:creator>mikeschuld</dc:creator>
		<pubDate>Sat, 19 Jun 2010 20:07:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/11/tutorial_6_gett.htm#comment-62</guid>
		<description>That&#039;s because the coordinate systems ARE different. The direction of the z axis is probably backwards (pointing in instead of out). XNA uses a right handed coordinate system where the positive z-axis points out of the screen towards you, where the modeling programs frequently use a left handed system. There should be a simple option to swap the axis in the exporter somewhere.</description>
		<content:encoded><![CDATA[<p>That&#8217;s because the coordinate systems ARE different. The direction of the z axis is probably backwards (pointing in instead of out). XNA uses a right handed coordinate system where the positive z-axis points out of the screen towards you, where the modeling programs frequently use a left handed system. There should be a simple option to swap the axis in the exporter somewhere.</p>
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	</item>
	<item>
		<title>Comment on Rendering Real Models by j.lamoureux</title>
		<link>http://www.thehazymind.com/xna/rendering-real-models/comment-page-1/#comment-61</link>
		<dc:creator>j.lamoureux</dc:creator>
		<pubDate>Fri, 19 Feb 2010 04:16:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/11/tutorial_6_gett.htm#comment-61</guid>
		<description>Thanks Mike I actually figured how to use Panda .x exporter in 3ds Max to export into .x files. My next question is that my models keep rendering longways from the POV of the camera. It&#039;s almost as if the world coordinate systems are different XNA from 3ds Max. Any ideas how to fix?</description>
		<content:encoded><![CDATA[<p>Thanks Mike I actually figured how to use Panda .x exporter in 3ds Max to export into .x files. My next question is that my models keep rendering longways from the POV of the camera. It&#8217;s almost as if the world coordinate systems are different XNA from 3ds Max. Any ideas how to fix?</p>
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