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	<title>Taking Initiative &#187; DirectX 10 Tutorials</title>
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	<description>Bobby Anguelov&#039;s Tech Blog - A day in the life of a game programmer</description>
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		<title>Taking Initiative &#187; DirectX 10 Tutorials</title>
		<link>http://takinginitiative.net</link>
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		<item>
		<title>DirectX 10/11 &#8211; Basic Shader Reflection &#8211; Automatic Input Layout Creation</title>
		<link>http://takinginitiative.net/2011/12/11/directx-1011-basic-shader-reflection-automatic-input-layout-creation/</link>
		<comments>http://takinginitiative.net/2011/12/11/directx-1011-basic-shader-reflection-automatic-input-layout-creation/#comments</comments>
		<pubDate>Sun, 11 Dec 2011 17:34:07 +0000</pubDate>
		<dc:creator>Bobby</dc:creator>
				<category><![CDATA[DirectX 10]]></category>
		<category><![CDATA[DirectX 10 Tutorials]]></category>
		<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[HLSL]]></category>

		<guid isPermaLink="false">http://takinginitiative.net/?p=1192</guid>
		<description><![CDATA[This is gonna be a very brief post on a pretty simple but powerful tool for any hobby programmers tinkering with Direct3D. One of the most annoying things, at least for me, was always having to manually create input layouts for each different vertex shader I used in my hobby projects. I have now restarted &#8230; <a href="http://takinginitiative.net/2011/12/11/directx-1011-basic-shader-reflection-automatic-input-layout-creation/">Continue reading <span class="meta-nav">&#187;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=takinginitiative.net&#038;blog=1688847&#038;post=1192&#038;subd=takinginitiative&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://takinginitiative.net/2011/12/11/directx-1011-basic-shader-reflection-automatic-input-layout-creation/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
	
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		<item>
		<title>DirectX10 Tutorial 10: Shadow Mapping Part 2</title>
		<link>http://takinginitiative.net/2011/05/25/directx10-tutorial-10-shadow-mapping-part-2/</link>
		<comments>http://takinginitiative.net/2011/05/25/directx10-tutorial-10-shadow-mapping-part-2/#comments</comments>
		<pubDate>Wed, 25 May 2011 14:32:30 +0000</pubDate>
		<dc:creator>Bobby</dc:creator>
				<category><![CDATA[DirectX 10]]></category>
		<category><![CDATA[DirectX 10 Tutorials]]></category>
		<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[HLSL]]></category>

		<guid isPermaLink="false">http://takinginitiative.net/?p=1031</guid>
		<description><![CDATA[This is the second part of my shadow mapping tutorial (find part 1 here). I am going to discuss some of the issues of the shadow mapping technique as well as some basic solutions to the problem. I&#8217;m also going to attach a demo application, in which you can play around with some of the &#8230; <a href="http://takinginitiative.net/2011/05/25/directx10-tutorial-10-shadow-mapping-part-2/">Continue reading <span class="meta-nav">&#187;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=takinginitiative.net&#038;blog=1688847&#038;post=1031&#038;subd=takinginitiative&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://takinginitiative.net/2011/05/25/directx10-tutorial-10-shadow-mapping-part-2/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
	
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			<media:title type="html">Bobby</media:title>
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			<media:title type="html">shadowmapculling</media:title>
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			<media:title type="html">shadowmapsize</media:title>
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	</item>
		<item>
		<title>DirectX10 Tutorial 10: Shadow Mapping Part 1</title>
		<link>http://takinginitiative.net/2011/05/15/directx10-tutorial-10-shadow-mapping/</link>
		<comments>http://takinginitiative.net/2011/05/15/directx10-tutorial-10-shadow-mapping/#comments</comments>
		<pubDate>Sun, 15 May 2011 19:15:48 +0000</pubDate>
		<dc:creator>Bobby</dc:creator>
				<category><![CDATA[DirectX 10]]></category>
		<category><![CDATA[DirectX 10 Tutorials]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Gaming & Game Dev]]></category>
		<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[HLSL]]></category>

		<guid isPermaLink="false">http://takinginitiative.net/?p=996</guid>
		<description><![CDATA[I&#8217;ve had some downtime lately and seeing as I wrote a basic shadow mapping demo, I figured I&#8217;d write a short tutorial on the theory and implementation of shadow mapping. Shadow mapping is one of those topics that tends to get explained in a overly complicated manner when in fact the concept is rather simple. &#8230; <a href="http://takinginitiative.net/2011/05/15/directx10-tutorial-10-shadow-mapping/">Continue reading <span class="meta-nav">&#187;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=takinginitiative.net&#038;blog=1688847&#038;post=996&#038;subd=takinginitiative&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://takinginitiative.net/2011/05/15/directx10-tutorial-10-shadow-mapping/feed/</wfw:commentRss>
		<slash:comments>19</slash:comments>
	
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			<media:title type="html">Bobby</media:title>
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			<media:title type="html">shadow</media:title>
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			<media:title type="html">shadow2</media:title>
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			<media:title type="html">scene1</media:title>
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			<media:title type="html">shadowmap1</media:title>
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		<media:content url="http://takinginitiative.files.wordpress.com/2011/05/space_conv.jpg" medium="image">
			<media:title type="html">space_conv</media:title>
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		<item>
		<title>DirectX10 Tutorial 9: The Geometry Shader</title>
		<link>http://takinginitiative.net/2011/01/12/directx10-tutorial-9-the-geometry-shader/</link>
		<comments>http://takinginitiative.net/2011/01/12/directx10-tutorial-9-the-geometry-shader/#comments</comments>
		<pubDate>Tue, 11 Jan 2011 23:36:58 +0000</pubDate>
		<dc:creator>Bobby</dc:creator>
				<category><![CDATA[DirectX 10]]></category>
		<category><![CDATA[DirectX 10 Tutorials]]></category>
		<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[Billboards]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[geometry shader]]></category>

		<guid isPermaLink="false">http://takinginitiative.net/?p=721</guid>
		<description><![CDATA[This tutorial is going to cover the basics of using the geometry shader stage present in DX10+. The geometry stage is extremely useful for rendering sprites, billboards and particles systems. This is the first part of a three part series which will cover geometry shaders, billboards and particles systems. The Geometry Shader The geometry shader &#8230; <a href="http://takinginitiative.net/2011/01/12/directx10-tutorial-9-the-geometry-shader/">Continue reading <span class="meta-nav">&#187;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=takinginitiative.net&#038;blog=1688847&#038;post=721&#038;subd=takinginitiative&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://takinginitiative.net/2011/01/12/directx10-tutorial-9-the-geometry-shader/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
	
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			<media:title type="html">Bobby</media:title>
		</media:content>

		<media:content url="http://takinginitiative.files.wordpress.com/2011/01/figure1.png" medium="image">
			<media:title type="html">figure1</media:title>
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			<media:title type="html">figure2</media:title>
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			<media:title type="html">figure3</media:title>
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	</item>
		<item>
		<title>DirectX10 Tutorial 8: Lighting Theory and HLSL</title>
		<link>http://takinginitiative.net/2010/08/30/directx-10-tutorial-8-lighting-theory-and-hlsl/</link>
		<comments>http://takinginitiative.net/2010/08/30/directx-10-tutorial-8-lighting-theory-and-hlsl/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 18:43:00 +0000</pubDate>
		<dc:creator>Bobby</dc:creator>
				<category><![CDATA[DirectX 10]]></category>
		<category><![CDATA[DirectX 10 Tutorials]]></category>
		<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[blinn phong]]></category>
		<category><![CDATA[Gouraud shading]]></category>
		<category><![CDATA[Light]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[Phong shading]]></category>
		<category><![CDATA[Shading]]></category>

		<guid isPermaLink="false">http://takinginitiative.net/?p=680</guid>
		<description><![CDATA[This tutorial will deal with the basic scene lighting. It will cover the basic Phong and Blinn-Phong reflection models and the per-vertex (Gouraud) and per-pixel shading models (Phong). The Blinn-Phong reflection model is used in the openGL fixed-function pipeline (and as far as I know also used in DX9 but I’m not 100% sure).  Modern &#8230; <a href="http://takinginitiative.net/2010/08/30/directx-10-tutorial-8-lighting-theory-and-hlsl/">Continue reading <span class="meta-nav">&#187;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=takinginitiative.net&#038;blog=1688847&#038;post=680&#038;subd=takinginitiative&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://takinginitiative.net/2010/08/30/directx-10-tutorial-8-lighting-theory-and-hlsl/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
	
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			<media:title type="html">Bobby</media:title>
		</media:content>

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			<media:title type="html">Figure 1 - Light reflections at a surface</media:title>
		</media:content>

		<media:content url="http://takinginitiative.files.wordpress.com/2010/08/surface.jpg" medium="image">
			<media:title type="html">Reflection model vectors at a point P</media:title>
		</media:content>

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			<media:title type="html">Lit Terrain</media:title>
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		<item>
		<title>DirectX10 Tutorial 7: Viewports</title>
		<link>http://takinginitiative.net/2010/07/30/directx-10-tutorial-7-viewports/</link>
		<comments>http://takinginitiative.net/2010/07/30/directx-10-tutorial-7-viewports/#comments</comments>
		<pubDate>Fri, 30 Jul 2010 10:18:41 +0000</pubDate>
		<dc:creator>Bobby</dc:creator>
				<category><![CDATA[DirectX 10]]></category>
		<category><![CDATA[DirectX 10 Tutorials]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[directx10]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[viewports]]></category>

		<guid isPermaLink="false">http://takinginitiative.net/?p=633</guid>
		<description><![CDATA[This is going to be a very brief tutorial; the idea for it came about from a comment on my very first tutorial about using multiple viewports. I assumed that using multiple viewports would be a simple matter of just calling a SetViewport method just like in DX9, but it isn&#8217;t. I tried finding some &#8230; <a href="http://takinginitiative.net/2010/07/30/directx-10-tutorial-7-viewports/">Continue reading <span class="meta-nav">&#187;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=takinginitiative.net&#038;blog=1688847&#038;post=633&#038;subd=takinginitiative&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://takinginitiative.net/2010/07/30/directx-10-tutorial-7-viewports/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
	
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			<media:title type="html">Bobby</media:title>
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		<item>
		<title>DirectX10 Tutorial 6: Blending and Alpha Blending</title>
		<link>http://takinginitiative.net/2010/04/09/directx-10-tutorial-6-transparency-and-alpha-blending/</link>
		<comments>http://takinginitiative.net/2010/04/09/directx-10-tutorial-6-transparency-and-alpha-blending/#comments</comments>
		<pubDate>Thu, 08 Apr 2010 22:27:48 +0000</pubDate>
		<dc:creator>Bobby</dc:creator>
				<category><![CDATA[DirectX 10]]></category>
		<category><![CDATA[DirectX 10 Tutorials]]></category>
		<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[alpha blending]]></category>
		<category><![CDATA[blending]]></category>
		<category><![CDATA[direct3d]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[transparency]]></category>

		<guid isPermaLink="false">http://takinginitiative.wordpress.com/?p=329</guid>
		<description><![CDATA[It&#8217;s been ages since my last DirectX 10 tutorial and I apologize, I&#8217;ve been buried under a ton of work and haven&#8217;t had much free time lately. This is going to be a very short tutorial on pretty much the final stage in the rendering pipeline: color blending. If you recall, each frame displayed on &#8230; <a href="http://takinginitiative.net/2010/04/09/directx-10-tutorial-6-transparency-and-alpha-blending/">Continue reading <span class="meta-nav">&#187;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=takinginitiative.net&#038;blog=1688847&#038;post=329&#038;subd=takinginitiative&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://takinginitiative.net/2010/04/09/directx-10-tutorial-6-transparency-and-alpha-blending/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
	
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			<media:title type="html">Bobby</media:title>
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			<media:title type="html">blendingExmaple</media:title>
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			<media:title type="html">pipeline</media:title>
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		<item>
		<title>3D DirectX10 Free Look Camera (Timer based)</title>
		<link>http://takinginitiative.net/2009/12/06/3d-directx10-free-look-camera-timer-based/</link>
		<comments>http://takinginitiative.net/2009/12/06/3d-directx10-free-look-camera-timer-based/#comments</comments>
		<pubDate>Sun, 06 Dec 2009 19:14:16 +0000</pubDate>
		<dc:creator>Bobby</dc:creator>
				<category><![CDATA[DirectX 10]]></category>
		<category><![CDATA[DirectX 10 Tutorials]]></category>
		<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[3d camera]]></category>
		<category><![CDATA[direct3d]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[raw input]]></category>
		<category><![CDATA[vector camera]]></category>

		<guid isPermaLink="false">http://takinginitiative.wordpress.com/?p=254</guid>
		<description><![CDATA[Introduction: Okay so I promised I&#8217;d write a tutorial on writing a simple free look vector based camera, this tutorial doesn&#8217;t only apply to DirectX10 but to  pretty much any graphics API. We want to keep things simple initially so the simplest possible camera we can implement short of a first person style camera is &#8230; <a href="http://takinginitiative.net/2009/12/06/3d-directx10-free-look-camera-timer-based/">Continue reading <span class="meta-nav">&#187;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=takinginitiative.net&#038;blog=1688847&#038;post=254&#038;subd=takinginitiative&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://takinginitiative.net/2009/12/06/3d-directx10-free-look-camera-timer-based/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
	
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			<media:title type="html">Bobby</media:title>
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			<media:title type="html">View Frustum</media:title>
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			<media:title type="html">Drawing1</media:title>
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		<title>DirectX10 Tutorial 5: Basic Meshes</title>
		<link>http://takinginitiative.net/2009/02/24/directx-10-tutorial-5-basic-meshes/</link>
		<comments>http://takinginitiative.net/2009/02/24/directx-10-tutorial-5-basic-meshes/#comments</comments>
		<pubDate>Tue, 24 Feb 2009 13:42:51 +0000</pubDate>
		<dc:creator>Bobby</dc:creator>
				<category><![CDATA[DirectX 10]]></category>
		<category><![CDATA[DirectX 10 Tutorials]]></category>
		<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[d3dx]]></category>
		<category><![CDATA[direct3d]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[meshes]]></category>

		<guid isPermaLink="false">http://takinginitiative.wordpress.com/?p=190</guid>
		<description><![CDATA[Since my car has been broken for the last two days, I’ve taken off work and have been working on my Masters degree, since part of my Masters involves building a small “game engine” for AI testing, I’ve been doing some more DX10 work, so its convenient for me to quickly slap together a few &#8230; <a href="http://takinginitiative.net/2009/02/24/directx-10-tutorial-5-basic-meshes/">Continue reading <span class="meta-nav">&#187;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=takinginitiative.net&#038;blog=1688847&#038;post=190&#038;subd=takinginitiative&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://takinginitiative.net/2009/02/24/directx-10-tutorial-5-basic-meshes/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
	
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			<media:title type="html">Bobby</media:title>
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		<title>DirectX10 Tutorial 4: Indexed Buffers and Depth Testing</title>
		<link>http://takinginitiative.net/2009/02/23/directx-10-tutorial-4-indexed-buffers-and-depth-testing/</link>
		<comments>http://takinginitiative.net/2009/02/23/directx-10-tutorial-4-indexed-buffers-and-depth-testing/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 17:02:57 +0000</pubDate>
		<dc:creator>Bobby</dc:creator>
				<category><![CDATA[DirectX 10]]></category>
		<category><![CDATA[DirectX 10 Tutorials]]></category>
		<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[depth testing]]></category>
		<category><![CDATA[direct3d]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[index buffers]]></category>
		<category><![CDATA[z buffering]]></category>

		<guid isPermaLink="false">http://takinginitiative.wordpress.com/?p=186</guid>
		<description><![CDATA[Okay so it’s been a while since my last tutorial, and I apologize for that. We dealt with textures in the last tutorial, and many of you might be wondering while I handled that so early? Well mainly because D3D 10 isn’t exactly an API designed for beginners, so a critical feature required for any &#8230; <a href="http://takinginitiative.net/2009/02/23/directx-10-tutorial-4-indexed-buffers-and-depth-testing/">Continue reading <span class="meta-nav">&#187;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=takinginitiative.net&#038;blog=1688847&#038;post=186&#038;subd=takinginitiative&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://takinginitiative.net/2009/02/23/directx-10-tutorial-4-indexed-buffers-and-depth-testing/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
	
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			<media:title type="html">Bobby</media:title>
		</media:content>

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			<media:title type="html">image1</media:title>
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