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<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Direct3D 10 </title><link>http://forums.xna.com/forums/29.aspx</link><description>Only questions about the Direct3D 10 API are permitted here.</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Re: New blog post, next Maze article</title><link>http://forums.xna.com/forums/thread/199712.aspx</link><pubDate>Tue, 14 Jul 2009 22:05:02 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:199712</guid><dc:creator>sapro</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/199712.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=199712</wfw:commentRss><description>i have been following your articles for quite some time now, helped me a lot.
awsome job really :)</description></item><item><title>New blog post, next Maze article</title><link>http://forums.xna.com/forums/thread/195576.aspx</link><pubDate>Thu, 02 Jul 2009 01:41:08 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:195576</guid><dc:creator>PhilTaylor</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/195576.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=195576</wfw:commentRss><description>&lt;p&gt;&lt;em&gt;&lt;span style="font-size:16px;color:#000000;font-family:times new roman;"&gt;&lt;/span&gt;&lt;/em&gt;&lt;br /&gt;
I fix 2 bugs:&lt;br /&gt;
Skinned Character device objects during DestroyDevice/Multi-monitor events&lt;br /&gt;
Navigation code during DestroyDevice/Multi-monitor events &lt;/p&gt;
&lt;p&gt;And add 6 features:&lt;br /&gt;
Multiple “levels” of 256 textures each, 64m of texture per level&lt;br /&gt;
Replacement textures for randomly selected cells, simulating advertisements&lt;br /&gt;
Alpha-blend the roof rendering to give the feel of an expanded world &lt;br /&gt;
Tessellating the maze quads &lt;br /&gt;
Generating “half height” quads so the entire maze grid is visible&lt;br /&gt;
Loading the maze dimensions from a file, so its not hardcoded &lt;/p&gt;
&lt;p&gt;See it on &lt;a href="http://www.futuregpu.org/"&gt;http://www.futuregpu.org/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Both D3D9 and D3D10 implementations are contained.&lt;/p&gt;</description></item></channel></rss>