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	<title>Ingrater's 3D Blog</title>
	<link>http://3d.benjamin-thaut.de</link>
	<description>3D Developement Blog</description>
	<lastBuildDate>Sat, 03 Apr 2010 12:32:27 +0000</lastBuildDate>
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	<item>
		<title>Winamp AlienFX Plugin</title>
		<description>I made plugin for Alienwares AlienFX Device that comes with every Alienware laptop and computer. Currently the following models are supported:

	Area51 m15x
	All Powerfull m15x
	All Powerfull m17x
	All Powerfull m11x

A demonstration of the plugin by Lord_Zath form NBR (www.notebookreview.com) can be found at:
www.youtube.com/watch?v=dLymX4fLVtc

Download: vis_alienfx.zip (257 kb)

Please be shure to read the README ...</description>
		<link>http://3d.benjamin-thaut.de/?p=14</link>
			</item>
	<item>
		<title>Easyhook tipps and tricks</title>
		<description>I wanted to hook the WinApi funktion CreateFile, CloseHandle, ReadFile and WriteFile to decode a device protocol. So I searched for a hooking library in the internet. Unfortunately the only good one for c++ was detour from Mircrosoft which was free only for x86 non comercial use. As my laptop ...</description>
		<link>http://3d.benjamin-thaut.de/?p=13</link>
			</item>
	<item>
		<title>Keys per minute plugin for pidgin</title>
		<description>Some time ago I've created a plugin for pidgin which counts the keystrokes per minute while you are typing a message and displays the value. It also creates a small statistic over it.

Source (Linux &#38; Windows) + Binaries (Windows only): keysperminute.zip </description>
		<link>http://3d.benjamin-thaut.de/?p=12</link>
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		<title>Pidgin AlienFX-Notification Plugin</title>
		<description>I just finished my AlienFX-Notfication plugin for pidgin. It notifies the user of a new message by using the leds provided by an alienfx device.

Currently only the version for the Alienware Mx15x Laptop model is aviable as I lack the information for the other laptops and pc's.

Update: I managed to ...</description>
		<link>http://3d.benjamin-thaut.de/?p=11</link>
			</item>
	<item>
		<title>Mandelbrot Explorer</title>
		<description>

As a futher test of the engine I'm currently developing with a friend I wrote this mandelbrot explorer. I've implemented software double support inside the mandelbrot shader to avoid the early percission loss. Unfortunately I had to notice that the percission loss is due to the lack of percission during ...</description>
		<link>http://3d.benjamin-thaut.de/?p=10</link>
			</item>
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		<title>NE.S.W.A.K.TE.K.</title>
		<description>

Currently im creating a game Engine together with a friend for learning porpuses and fun. Because I read the article "Write games not engines" I decided to write a small tetris game with our engine to test the mechanics. During this process I found many flaws and bugs in the ...</description>
		<link>http://3d.benjamin-thaut.de/?p=9</link>
			</item>
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		<title>GPU Particle System Demo</title>
		<description>

I've read the paper "cascade demo secretes" by Nvidia and wanted to implement a particle system entirely on the gpu myself. So I wrote this small demo. Basicly it works like this:

	Vertexbuffer1 is rendered.
	the geometry shader processes the information (recomputes particle positions, speeds, etc.)
	the result is written into vertexbuffer2 by ...</description>
		<link>http://3d.benjamin-thaut.de/?p=8</link>
			</item>
	<item>
		<title>OpenGL Wald Demo</title>
		<description>

I wrote this small demo in the past year or so, don't really know any more when I started.
During this time I developed my OpenGL and C++ Skills and rewrote certain parts of my small
framwork countless Times. Finally I want to start on my first game, so I declare this ...</description>
		<link>http://3d.benjamin-thaut.de/?p=7</link>
			</item>
	<item>
		<title>Edge Detection Filter (GLSL)</title>
		<description>

Lately disscussed with a friend about penumbra shadows. I found a paper about this theme which used a edge detection filter to achive penumbra shadows, so I wrote a edge-detection filter in rendermonkey. Basically it looks if the difference between 5 pixels, which are ordered in a cross, are to ...</description>
		<link>http://3d.benjamin-thaut.de/?p=6</link>
			</item>
	<item>
		<title>3 way mapping (GLSL)</title>
		<description>If you generate some data with the GPU or CPU, for example with the marching cubes algorithm, you don't have texturecoordinates to texture the generated mesh. To solve this problem I wrote a 3 way mapping shader, which generates texturecoordinates, binormals and tangents only out of the vertex position and ...</description>
		<link>http://3d.benjamin-thaut.de/?p=5</link>
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