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<title>Commenti di notJustCode.it</title><link>http://www.notjustcode.it/dblog/</link>
<description>notJustCode.it</description><language>it</language>
<item>
	<title><![CDATA[Commento su Mesh di RobyDX]]></title>
	<description><![CDATA[More forward is explained in detail or you can look to the article "De Rerum Shader"]]></description>
	<link><![CDATA[http://www.notjustcode.it/dblog/articolo.asp?articolo=106#commento236]]></link>
	<guid isPermaLink="true">http://www.notjustcode.it/dblog/articolo.asp?articolo=106#commento236</guid>
	<dc:date>2010-07-21T08:13:48+01:00</dc:date>
	<dc:creator><![CDATA[RobyDX]]></dc:creator>
</item>
<item>
	<title><![CDATA[Commento su Mesh di Him]]></title>
	<description><![CDATA[Hi Roby,<br /><br />Can you please clarify me that while rendering those mesh10 in your tutorial, why we need the depth buffer. If i'm not using the depth buffer the models rendered on screen is having front and back surface getting mixed up... thanks in advance]]></description>
	<link><![CDATA[http://www.notjustcode.it/dblog/articolo.asp?articolo=106#commento235]]></link>
	<guid isPermaLink="true">http://www.notjustcode.it/dblog/articolo.asp?articolo=106#commento235</guid>
	<dc:date>2010-07-21T08:02:26+01:00</dc:date>
	<dc:creator><![CDATA[Him]]></dc:creator>
</item>
<item>
	<title><![CDATA[Commento su Mesh di RobyDX]]></title>
	<description><![CDATA[You must create your parameter in shader and in your mesh struct. Shader are more flexible then the parameters to pass depend by shader. Using effect parameter or constant buffer you can pass your struct or values to shader]]></description>
	<link><![CDATA[http://www.notjustcode.it/dblog/articolo.asp?articolo=106#commento234]]></link>
	<guid isPermaLink="true">http://www.notjustcode.it/dblog/articolo.asp?articolo=106#commento234</guid>
	<dc:date>2010-07-20T11:04:44+01:00</dc:date>
	<dc:creator><![CDATA[RobyDX]]></dc:creator>
</item>
<item>
	<title><![CDATA[Commento su Mesh di Him]]></title>
	<description><![CDATA[Hi, <br />I am writing regarding your Mesh tutorial where you explained Mesh9 to Mesh10 conversion. <br /><br />The code is really good, but i want to ask that how to set those materials properties in shader in direct3d10. Like Ambient and emissive effect. Because in D39 there was fixed pipeline for this.<br /><br />Can you please explain this stuff<br /><br />Thanks]]></description>
	<link><![CDATA[http://www.notjustcode.it/dblog/articolo.asp?articolo=106#commento233]]></link>
	<guid isPermaLink="true">http://www.notjustcode.it/dblog/articolo.asp?articolo=106#commento233</guid>
	<dc:date>2010-07-20T10:52:37+01:00</dc:date>
	<dc:creator><![CDATA[Him]]></dc:creator>
</item>
<item>
	<title><![CDATA[Commento su Introduzione ai videogiochi di Black Dragon]]></title>
	<description><![CDATA[Mi fa piacere che ti sia servito.]]></description>
	<link><![CDATA[http://www.notjustcode.it/dblog/articolo.asp?articolo=295#commento232]]></link>
	<guid isPermaLink="true">http://www.notjustcode.it/dblog/articolo.asp?articolo=295#commento232</guid>
	<dc:date>2010-05-15T20:31:04+01:00</dc:date>
	<dc:creator><![CDATA[Black Dragon]]></dc:creator>
</item>
<item>
	<title><![CDATA[Commento su Introduzione ai videogiochi di geck-o]]></title>
	<description><![CDATA[grandissimo!!! mi è di grande aiuto! grazie]]></description>
	<link><![CDATA[http://www.notjustcode.it/dblog/articolo.asp?articolo=295#commento231]]></link>
	<guid isPermaLink="true">http://www.notjustcode.it/dblog/articolo.asp?articolo=295#commento231</guid>
	<dc:date>2010-05-15T18:23:11+01:00</dc:date>
	<dc:creator><![CDATA[geck-o]]></dc:creator>
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