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	<title>Comments for Robert Kooima</title>
	<atom:link href="http://aoeu.snth.net/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://aoeu.snth.net</link>
	<description>Subtending nearly 1.25x10^-7 steradians of the bl0gosphere</description>
	<lastBuildDate>Tue, 30 Mar 2010 18:41:55 +0000</lastBuildDate>
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		<title>Comment on About by steve smith</title>
		<link>http://aoeu.snth.net/?page_id=2&#038;cpage=1#comment-3388</link>
		<dc:creator>steve smith</dc:creator>
		<pubDate>Tue, 30 Mar 2010 18:41:55 +0000</pubDate>
		<guid isPermaLink="false">#comment-3388</guid>
		<description>Robert -

Good work on many fronts.

Have you made any more progress toward an open-source real-time dome rendering environment?   

- Steve</description>
		<content:encoded><![CDATA[<p>Robert -</p>
<p>Good work on many fronts.</p>
<p>Have you made any more progress toward an open-source real-time dome rendering environment?   </p>
<p>- Steve</p>
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	</item>
	<item>
		<title>Comment on About by Seedload</title>
		<link>http://aoeu.snth.net/?page_id=2&#038;cpage=1#comment-3260</link>
		<dc:creator>Seedload</dc:creator>
		<pubDate>Thu, 18 Mar 2010 20:56:49 +0000</pubDate>
		<guid isPermaLink="false">#comment-3260</guid>
		<description>Your Generalized Perspective Projection article is great.  Thank you.  I am writing an app for a handheld device and want to create the illusion that the screen is a glass pane into another world, using the orientation sensor to adjust the scene relative to the viewer.  Kinda like looking into a little box.  I was going to do this with a skew which isn&#039;t quite right but probably would have done the trick.  This is the much better answer.  Glad I continued my search and found this.  Thanks big time!  I&#039;ll let you know how it goes.</description>
		<content:encoded><![CDATA[<p>Your Generalized Perspective Projection article is great.  Thank you.  I am writing an app for a handheld device and want to create the illusion that the screen is a glass pane into another world, using the orientation sensor to adjust the scene relative to the viewer.  Kinda like looking into a little box.  I was going to do this with a skew which isn&#8217;t quite right but probably would have done the trick.  This is the much better answer.  Glad I continued my search and found this.  Thanks big time!  I&#8217;ll let you know how it goes.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Generalized Perspective Projection by Seedload</title>
		<link>http://aoeu.snth.net/?p=43&#038;cpage=1#comment-3259</link>
		<dc:creator>Seedload</dc:creator>
		<pubDate>Thu, 18 Mar 2010 20:39:51 +0000</pubDate>
		<guid isPermaLink="false">http://aoeu.snth.net/?p=43#comment-3259</guid>
		<description>Wow, great article.  I was looking for how to do this for a mobile device application, changing the perspective of the scene to match the information that I get from the orientation sensor.  For reasons you explain above, a simple rotation doesn&#039;t work.  I was going to do a skew, but this is a much better answer.  Thanks.  Fantastic resource.  Now, to make it work:)</description>
		<content:encoded><![CDATA[<p>Wow, great article.  I was looking for how to do this for a mobile device application, changing the perspective of the scene to match the information that I get from the orientation sensor.  For reasons you explain above, a simple rotation doesn&#8217;t work.  I was going to do a skew, but this is a much better answer.  Thanks.  Fantastic resource.  Now, to make it work:)</p>
]]></content:encoded>
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	<item>
		<title>Comment on How to Set the Near Clipping Distance to Zero by Ola</title>
		<link>http://aoeu.snth.net/?p=7&#038;cpage=1#comment-2936</link>
		<dc:creator>Ola</dc:creator>
		<pubDate>Tue, 09 Feb 2010 00:48:46 +0000</pubDate>
		<guid isPermaLink="false">http://aoeu.snth.net/?p=7#comment-2936</guid>
		<description>Actually, you need to watch out for geometry passing into the z=0 plane (not the view point), which is infinite, so I can see no way of avoiding this producing weirdness...</description>
		<content:encoded><![CDATA[<p>Actually, you need to watch out for geometry passing into the z=0 plane (not the view point), which is infinite, so I can see no way of avoiding this producing weirdness&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on How to write IEEE doubles to a binary file in Haskell by Erik</title>
		<link>http://aoeu.snth.net/?p=101&#038;cpage=1#comment-1699</link>
		<dc:creator>Erik</dc:creator>
		<pubDate>Sun, 28 Jun 2009 20:11:19 +0000</pubDate>
		<guid isPermaLink="false">http://aoeu.snth.net/?p=101#comment-1699</guid>
		<description>There is also the package data-binary-ieee754 on hackage, which does exactly this (and more).</description>
		<content:encoded><![CDATA[<p>There is also the package data-binary-ieee754 on hackage, which does exactly this (and more).</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Generalized Perspective Projection by Robert Kooima &#187; Blog Archive &#187; Generalized Perspective Projection (revised)</title>
		<link>http://aoeu.snth.net/?p=43&#038;cpage=1#comment-1682</link>
		<dc:creator>Robert Kooima &#187; Blog Archive &#187; Generalized Perspective Projection (revised)</dc:creator>
		<pubDate>Tue, 23 Jun 2009 20:44:22 +0000</pubDate>
		<guid isPermaLink="false">http://aoeu.snth.net/?p=43#comment-1682</guid>
		<description>[...] prepared a revised and updated print version of my previous post on Generalized Perspective Projection. Here&#8217;s the PDF.    Category: Articles, OpenGL [...]</description>
		<content:encoded><![CDATA[<p>[...] prepared a revised and updated print version of my previous post on Generalized Perspective Projection. Here&#8217;s the PDF.    Category: Articles, OpenGL [...]</p>
]]></content:encoded>
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	<item>
		<title>Comment on Generating Source Code Contour Images by Darren LeGrange</title>
		<link>http://aoeu.snth.net/?p=98&#038;cpage=1#comment-1192</link>
		<dc:creator>Darren LeGrange</dc:creator>
		<pubDate>Thu, 09 Apr 2009 20:04:11 +0000</pubDate>
		<guid isPermaLink="false">http://aoeu.snth.net/?p=98#comment-1192</guid>
		<description>Thank you very much Robert.  I&#039;ve been considering how to accomplish this very task and your instructions are spot-on.  Saved me a bunch of work with an elegant output.</description>
		<content:encoded><![CDATA[<p>Thank you very much Robert.  I&#8217;ve been considering how to accomplish this very task and your instructions are spot-on.  Saved me a bunch of work with an elegant output.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on How to view crossed-eye stereo pairs by Robert Kooima &#187; Blog Archive &#187; Generalized Perspective Projection</title>
		<link>http://aoeu.snth.net/?p=85&#038;cpage=1#comment-272</link>
		<dc:creator>Robert Kooima &#187; Blog Archive &#187; Generalized Perspective Projection</dc:creator>
		<pubDate>Thu, 28 Aug 2008 20:21:01 +0000</pubDate>
		<guid isPermaLink="false">http://aoeu.snth.net/?p=85#comment-272</guid>
		<description>[...] About      &#171; How to view crossed-eye stereo pairs [...]</description>
		<content:encoded><![CDATA[<p>[...] About      &laquo; How to view crossed-eye stereo pairs [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on How to Set the Near Clipping Distance to Zero by ArcNebula devBlog &#187; Blog Archive &#187; How to Set the Near Clipping Distance to Zero</title>
		<link>http://aoeu.snth.net/?p=7&#038;cpage=1#comment-246</link>
		<dc:creator>ArcNebula devBlog &#187; Blog Archive &#187; How to Set the Near Clipping Distance to Zero</dc:creator>
		<pubDate>Fri, 25 Jul 2008 16:31:17 +0000</pubDate>
		<guid isPermaLink="false">http://aoeu.snth.net/?p=7#comment-246</guid>
		<description>[...] discovered this article when looking for something else on the net. It has some detailed maths, quite a cool piece of [...]</description>
		<content:encoded><![CDATA[<p>[...] discovered this article when looking for something else on the net. It has some detailed maths, quite a cool piece of [...]</p>
]]></content:encoded>
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	<item>
		<title>Comment on All OpenGL Extension Specifications in one ZIP by mjc</title>
		<link>http://aoeu.snth.net/?p=29&#038;cpage=1#comment-90</link>
		<dc:creator>mjc</dc:creator>
		<pubDate>Fri, 11 Jan 2008 02:53:18 +0000</pubDate>
		<guid isPermaLink="false">http://aoeu.snth.net/?p=29#comment-90</guid>
		<description>It&#039;s not a single-file archive, but there&#039;s an easy way to get hold of the official extension registry.

If you build GLEW from source (http://glew.sourceforge.net)
using &#039;make extensions&#039; the specs will be auto downloaded,
via wget. You can then find them in glew/auto/registry,
along with a few miscellaneous text and html files.

Even so, your all-in-one zip file is handy.</description>
		<content:encoded><![CDATA[<p>It&#8217;s not a single-file archive, but there&#8217;s an easy way to get hold of the official extension registry.</p>
<p>If you build GLEW from source (<a href="http://glew.sourceforge.net" rel="nofollow">http://glew.sourceforge.net</a>)<br />
using &#8216;make extensions&#8217; the specs will be auto downloaded,<br />
via wget. You can then find them in glew/auto/registry,<br />
along with a few miscellaneous text and html files.</p>
<p>Even so, your all-in-one zip file is handy.</p>
]]></content:encoded>
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