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	<title>Comments for ShaderOp.com</title>
	<atom:link href="http://shaderop.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://shaderop.com</link>
	<description>Professional code monkey, hobbyist pixel pusher.</description>
	<lastBuildDate>Tue, 24 Aug 2010 20:03:26 +0000</lastBuildDate>
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		<title>Comment on Bad Assumptions: Hashing Algorithms by Mohammad</title>
		<link>http://shaderop.com/2010/08/bad-assumptions-hashing-algorithms/comment-page-1/#comment-203</link>
		<dc:creator>Mohammad</dc:creator>
		<pubDate>Tue, 24 Aug 2010 20:03:26 +0000</pubDate>
		<guid isPermaLink="false">http://shaderop.com/?p=321#comment-203</guid>
		<description>Thank you!

I&#039;m sure (although I might be proved wrong again) that SHA-1 at least would perform a lot better for a 64-bit identifier. But since I&#039;m mainly targeting Visual C++ 2010, where INT is still 32-bit even for 64-bit builds, it&#039;s not a pressing need for me at the moment.

But It&#039;s definitely something I might want to look into in the future.</description>
		<content:encoded><![CDATA[<p>Thank you!</p>
<p>I&#8217;m sure (although I might be proved wrong again) that SHA-1 at least would perform a lot better for a 64-bit identifier. But since I&#8217;m mainly targeting Visual C++ 2010, where INT is still 32-bit even for 64-bit builds, it&#8217;s not a pressing need for me at the moment.</p>
<p>But It&#8217;s definitely something I might want to look into in the future.</p>
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		<title>Comment on Bad Assumptions: Hashing Algorithms by sha1 hash</title>
		<link>http://shaderop.com/2010/08/bad-assumptions-hashing-algorithms/comment-page-1/#comment-201</link>
		<dc:creator>sha1 hash</dc:creator>
		<pubDate>Tue, 24 Aug 2010 19:53:59 +0000</pubDate>
		<guid isPermaLink="false">http://shaderop.com/?p=321#comment-201</guid>
		<description>Now that&#039;s quite an interesting experiment. Would be interesting to see how it trended as you expanded identifier size beyond 32 bits.</description>
		<content:encoded><![CDATA[<p>Now that&#8217;s quite an interesting experiment. Would be interesting to see how it trended as you expanded identifier size beyond 32 bits.</p>
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		<title>Comment on Using HtmlUnit to Test .NET Applications by Mohammad</title>
		<link>http://shaderop.com/2010/08/using-htmlunit-to-test-net-applications/comment-page-1/#comment-117</link>
		<dc:creator>Mohammad</dc:creator>
		<pubDate>Thu, 12 Aug 2010 11:53:32 +0000</pubDate>
		<guid isPermaLink="false">http://shaderop.com/2010/08/using-htmlunit-to-test-net-applications/#comment-117</guid>
		<description>Thank you!

Actually I would love to sign the whole thing over to the Selenium guys, but I still can&#039;t figure out their build system, so I&#039;m unable to wrap my code in a nice little patch that they can just apply to their source tree.

Maybe at some point I&#039;ll poke around their mailing lists and see if they would be interested.</description>
		<content:encoded><![CDATA[<p>Thank you!</p>
<p>Actually I would love to sign the whole thing over to the Selenium guys, but I still can&#8217;t figure out their build system, so I&#8217;m unable to wrap my code in a nice little patch that they can just apply to their source tree.</p>
<p>Maybe at some point I&#8217;ll poke around their mailing lists and see if they would be interested.</p>
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		<title>Comment on Using HtmlUnit to Test .NET Applications by Ahmed Ashour</title>
		<link>http://shaderop.com/2010/08/using-htmlunit-to-test-net-applications/comment-page-1/#comment-113</link>
		<dc:creator>Ahmed Ashour</dc:creator>
		<pubDate>Thu, 12 Aug 2010 01:48:30 +0000</pubDate>
		<guid isPermaLink="false">http://shaderop.com/2010/08/using-htmlunit-to-test-net-applications/#comment-113</guid>
		<description>Nice work, what about contributing that to Selenium/WebDriver?</description>
		<content:encoded><![CDATA[<p>Nice work, what about contributing that to Selenium/WebDriver?</p>
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		<title>Comment on UV Geometry Constraint Goes To The Attic by Mohammad</title>
		<link>http://shaderop.com/2009/11/uv-geometry-constraint-goes-to-the-attic/comment-page-1/#comment-95</link>
		<dc:creator>Mohammad</dc:creator>
		<pubDate>Wed, 04 Aug 2010 17:20:52 +0000</pubDate>
		<guid isPermaLink="false">http://shaderop.com/?p=169#comment-95</guid>
		<description>Alan,

Thank you for both the tip and the correction! I must confess that I don&#039;t really have any need for this plug-in. I just simply enjoyed the challenge and was drunk on the success of the plain Geometry Constraint plug-in I had made earlier.

That&#039;s one great demo reel you have on your website by the way. I&#039;m slightly envious :)</description>
		<content:encoded><![CDATA[<p>Alan,</p>
<p>Thank you for both the tip and the correction! I must confess that I don&#8217;t really have any need for this plug-in. I just simply enjoyed the challenge and was drunk on the success of the plain Geometry Constraint plug-in I had made earlier.</p>
<p>That&#8217;s one great demo reel you have on your website by the way. I&#8217;m slightly envious <img src='http://shaderop.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on UV Geometry Constraint Goes To The Attic by Alan Fregtman</title>
		<link>http://shaderop.com/2009/11/uv-geometry-constraint-goes-to-the-attic/comment-page-1/#comment-94</link>
		<dc:creator>Alan Fregtman</dc:creator>
		<pubDate>Wed, 04 Aug 2010 15:25:44 +0000</pubDate>
		<guid isPermaLink="false">http://shaderop.com/?p=169#comment-94</guid>
		<description>StudioNest&#039;s PixelParticles does the uniform distribution of particles on the UVs of a polymesh and more:
http://www.studionestbarcelona.com/opensource/2010/5/3/studionests-pixelparticles.html
(Also it evaluates really fast.)


ps: Completely unrelated but if you&#039;re reading this, Mohammad, you got a typo in the word &quot;Microsoft&quot; in your &quot;About Me&quot; box on the right side.</description>
		<content:encoded><![CDATA[<p>StudioNest&#8217;s PixelParticles does the uniform distribution of particles on the UVs of a polymesh and more:<br />
<a href="http://www.studionestbarcelona.com/opensource/2010/5/3/studionests-pixelparticles.html" rel="nofollow">http://www.studionestbarcelona.com/opensource/2010/5/3/studionests-pixelparticles.html</a><br />
(Also it evaluates really fast.)</p>
<p>ps: Completely unrelated but if you&#8217;re reading this, Mohammad, you got a typo in the word &#8220;Microsoft&#8221; in your &#8220;About Me&#8221; box on the right side.</p>
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		<title>Comment on UV Geometry Constraint for Softimage by mike_b</title>
		<link>http://shaderop.com/projects/uv-geometry-constraint/comment-page-1/#comment-16</link>
		<dc:creator>mike_b</dc:creator>
		<pubDate>Wed, 17 Feb 2010 06:45:20 +0000</pubDate>
		<guid isPermaLink="false">http://shaderop.com/?page_id=157#comment-16</guid>
		<description>Thanks for putting this out there. Just been testing it for constraining wing feathers to the back of a wing mesh on a rig I&#039;m working on. Looks like it could be useful.</description>
		<content:encoded><![CDATA[<p>Thanks for putting this out there. Just been testing it for constraining wing feathers to the back of a wing mesh on a rig I&#8217;m working on. Looks like it could be useful.</p>
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		<title>Comment on Shape Tools for Softimage by JoeW</title>
		<link>http://shaderop.com/projects/shape-tools/comment-page-1/#comment-7</link>
		<dc:creator>JoeW</dc:creator>
		<pubDate>Sun, 29 Nov 2009 00:41:41 +0000</pubDate>
		<guid isPermaLink="false">http://shaderop.com/softimage/shape-tools-for-softimage/#comment-7</guid>
		<description>This is awesome!  Thanks so much for sharing it! It&#039;s going to save me a lot of time and frustration - this kind of functionality should be built in to Softimage - but I&#039;m glad you took the time to step up and &quot;fill the gap&quot; :)</description>
		<content:encoded><![CDATA[<p>This is awesome!  Thanks so much for sharing it! It&#8217;s going to save me a lot of time and frustration &#8211; this kind of functionality should be built in to Softimage &#8211; but I&#8217;m glad you took the time to step up and &#8220;fill the gap&#8221; <img src='http://shaderop.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>Comment on Geometry Constraint for Softimage by Christopher</title>
		<link>http://shaderop.com/projects/geometry-constraint/comment-page-1/#comment-14</link>
		<dc:creator>Christopher</dc:creator>
		<pubDate>Thu, 19 Nov 2009 22:15:17 +0000</pubDate>
		<guid isPermaLink="false">http://shaderop.com/?page_id=105#comment-14</guid>
		<description>This would be great if the constrained object would keep it&#039;s local rotation once the constraining surface is moved or rotated.

Constrain an obj to a sphere. Rotate the sphere several times. Bring sphere back to 0,0,0. Constrained object&#039;s rotation has changed. :(</description>
		<content:encoded><![CDATA[<p>This would be great if the constrained object would keep it&#8217;s local rotation once the constraining surface is moved or rotated.</p>
<p>Constrain an obj to a sphere. Rotate the sphere several times. Bring sphere back to 0,0,0. Constrained object&#8217;s rotation has changed. <img src='http://shaderop.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
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	<item>
		<title>Comment on UV Geometry Constraint for Softimage by Eric Thivierge</title>
		<link>http://shaderop.com/projects/uv-geometry-constraint/comment-page-1/#comment-15</link>
		<dc:creator>Eric Thivierge</dc:creator>
		<pubDate>Mon, 09 Nov 2009 16:41:28 +0000</pubDate>
		<guid isPermaLink="false">http://shaderop.com/?page_id=157#comment-15</guid>
		<description>Any chance you can compile for 64-bit? :)</description>
		<content:encoded><![CDATA[<p>Any chance you can compile for 64-bit? <img src='http://shaderop.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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