"He who knows not, and knows not that he knows not, is a fool...shun him.
He who knows not, and knows that he knows not, is willing...teach him.
He who knows, and knows not that he knows, is asleep...awaken him.
He who knows, and knows that he knows, is wise...follow him."
- Chinese Probverb
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Query Failedckline
Thursday, April 30, 2009

I believe the reasoning here is that, because you cannot buy the products that are being advertised on the online version of the show, it is no longer cost-effective to broadcast to your area. I.e., you are costing them money for the bandwidth, and they have no hope of recouping that cost through advertising.

mrman
Thursday, April 30, 2009

Hulu filters as well.

dw
Thursday, April 30, 2009

That's lame. Have you tried hulu.com? They have the all of the episodes.

drp
Thursday, April 30, 2009

or maybe "false... computing technologies" :-D

Jackis
Tuesday, April 28, 2009

Yeah, parallel projection rules the world

Anyway, big-big thanks for the tips you post here!
Almost all information is very interesting (for example, was really impressed by how fans poorly affect perfomance).
The main thing - is that you was working on one of chip vendors, so you know much more cool architectural tips, than can be found in the net So I'm always waiting for your new one tip!!!

Java Cool Dude
Tuesday, April 28, 2009

Another way of obtaining the world position when you are applying a fullscreen effect is to pass the frustum vectors in world space as vertex attributes (four of them in total) and then multiply the now-interpolated direction by the linear depth that you previously sampled and computed in your fragment program.

Humus
Tuesday, April 28, 2009

Grattis Nadja! F�r se om jag �r uppe i Norrland d�. Har inte planerat semestern �n, men det b�rjar bli dags.

Jackis,
I'm sure other people have done the same before. If you're familiar with the math it's not hard to derive, but for less experienced coders it's not straightforward. I've been using this for a while myself, I've had a text file on this site (http://www.humus.name/temp/Linearize%20depth.txt) with basically the same stuff for some time, just wanted to get it into a blog post for easy reference in the future.

Yeah, it's a special case for normal projection matrices. For orthographic projections you can do the same in just one scalar instruction.

Jackis
Tuesday, April 28, 2009

I've thought, it's rather common approach )) That came to us, when some years ago, sitting and thinking about Z-soft particles, I decided to write down after-projection Z and W.

But we have different name to your "ZParams" uniform - "NearFarSettings"

BTW, code like this may be used to calculate scalar difference in camera units between 2 hyperbolic depth-map texels (also with 1 div only).

But this one approach works only for perspective, not for orthographic projections, so if one's visual is working in both of them - special care should be taken.

PS: Lycka till, Nadja!

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