<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Update For The Past N Months</title>
	<atom:link href="http://drilian.com/2010/01/05/update-for-the-past-n-months/feed/" rel="self" type="application/rss+xml" />
	<link>http://drilian.com/2010/01/05/update-for-the-past-n-months/</link>
	<description>Infrequently-updated ramblings about game development projects, ideas, and techniques</description>
	<lastBuildDate>Wed, 01 Sep 2010 08:00:27 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=abc</generator>
	<item>
		<title>By: Drilian</title>
		<link>http://drilian.com/2010/01/05/update-for-the-past-n-months/comment-page-1/#comment-134</link>
		<dc:creator>Drilian</dc:creator>
		<pubDate>Wed, 16 Jun 2010 19:49:27 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=433#comment-134</guid>
		<description>I didn&#039;t have much in the way of references.  It was more of a concept of how I thought it should work to tie the pieces together.  Essentially, every &quot;node&quot; that you add is a function with a series of float4 inputs and outputs (they&#039;re always 4 components for simplicity).  Later, I&#039;d added non-float4 &quot;parameters&quot; that you can control using the property grid.

As for building the editor, yeah, I used the standard System.Drawing functionality to do all of the drawing.  I used SlimDX to interface with D3D, which allowed me to save the GPU-generated textures to a stream, and then read them into a System.Imaging.Bitmap, and then display that in the grid.</description>
		<content:encoded><![CDATA[<p>I didn&#8217;t have much in the way of references.  It was more of a concept of how I thought it should work to tie the pieces together.  Essentially, every &#8220;node&#8221; that you add is a function with a series of float4 inputs and outputs (they&#8217;re always 4 components for simplicity).  Later, I&#8217;d added non-float4 &#8220;parameters&#8221; that you can control using the property grid.</p>
<p>As for building the editor, yeah, I used the standard System.Drawing functionality to do all of the drawing.  I used SlimDX to interface with D3D, which allowed me to save the GPU-generated textures to a stream, and then read them into a System.Imaging.Bitmap, and then display that in the grid.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bruno</title>
		<link>http://drilian.com/2010/01/05/update-for-the-past-n-months/comment-page-1/#comment-133</link>
		<dc:creator>Bruno</dc:creator>
		<pubDate>Thu, 10 Jun 2010 10:46:08 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=433#comment-133</guid>
		<description>Hi, I&#039;m trying to make a similar tool for building and editing shaders in C#. Could you tell me what were the articles, books or references you used to make yours? Did you use just GDI+ for drawing the elements? Thanks.</description>
		<content:encoded><![CDATA[<p>Hi, I&#8217;m trying to make a similar tool for building and editing shaders in C#. Could you tell me what were the articles, books or references you used to make yours? Did you use just GDI+ for drawing the elements? Thanks.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
