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	<title>Comments on: PixelBender is more useful than I assumed!</title>
	<atom:link href="http://webr3.org/blog/general/pixelbender-is-more-useful-than-i-assumed/feed/" rel="self" type="application/rss+xml" />
	<link>http://webr3.org/blog/general/pixelbender-is-more-useful-than-i-assumed/</link>
	<description>brain&#039;s on fire!</description>
	<lastBuildDate>Fri, 22 Apr 2011 00:44:37 +0100</lastBuildDate>
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		<title>By: Liam</title>
		<link>http://webr3.org/blog/general/pixelbender-is-more-useful-than-i-assumed/comment-page-1/#comment-4710</link>
		<dc:creator>Liam</dc:creator>
		<pubDate>Tue, 08 Feb 2011 21:23:59 +0000</pubDate>
		<guid isPermaLink="false">http://webr3.org/blog/?p=94#comment-4710</guid>
		<description>This is an interesting post. It is similar to moving from OpenGL ES 1.1 to OpenGL ES 2.0, where things begin to get moved onto shaders for efficiency and flexibilibility. I intend to pick through and read the follow up posts. Thanks.</description>
		<content:encoded><![CDATA[<p>This is an interesting post. It is similar to moving from OpenGL ES 1.1 to OpenGL ES 2.0, where things begin to get moved onto shaders for efficiency and flexibilibility. I intend to pick through and read the follow up posts. Thanks.</p>
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		<title>By: dbam</title>
		<link>http://webr3.org/blog/general/pixelbender-is-more-useful-than-i-assumed/comment-page-1/#comment-208</link>
		<dc:creator>dbam</dc:creator>
		<pubDate>Sun, 17 Jan 2010 20:42:50 +0000</pubDate>
		<guid isPermaLink="false">http://webr3.org/blog/?p=94#comment-208</guid>
		<description>just discovered Your blog, nice and useful stuff as far i saw, all thumbs up!!
Let me ask You just a quick question, as You seem to have the experience...
I heard it (somewhere) that the so called &quot;bottleneck&quot; of pixelBender is the &quot;passing to&quot; phase, getting the data into it.
Any words on this issue/topic ?
I assume that it depends on the calculus i&#039;m up to...
On the other side of the balance is the multi-threadedness of the technology (is a great PLUS too), and the (not-so-far-future) hardware acceleration.

cheers.</description>
		<content:encoded><![CDATA[<p>just discovered Your blog, nice and useful stuff as far i saw, all thumbs up!!<br />
Let me ask You just a quick question, as You seem to have the experience...<br />
I heard it (somewhere) that the so called "bottleneck" of pixelBender is the "passing to" phase, getting the data into it.<br />
Any words on this issue/topic ?<br />
I assume that it depends on the calculus i'm up to...<br />
On the other side of the balance is the multi-threadedness of the technology (is a great PLUS too), and the (not-so-far-future) hardware acceleration.</p>
<p>cheers.</p>
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		<title>By: kilian</title>
		<link>http://webr3.org/blog/general/pixelbender-is-more-useful-than-i-assumed/comment-page-1/#comment-207</link>
		<dc:creator>kilian</dc:creator>
		<pubDate>Sun, 20 Dec 2009 11:19:59 +0000</pubDate>
		<guid isPermaLink="false">http://webr3.org/blog/?p=94#comment-207</guid>
		<description>why did you fix the length of vector after the shader job ?

job.start( true );
output.fixed = true;</description>
		<content:encoded><![CDATA[<p>why did you fix the length of vector after the shader job ?</p>
<p>job.start( true );<br />
output.fixed = true;</p>
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