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	<title>Comments for Kalimdor</title>
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	<link>http://www.kalimdor.org</link>
	<description>Some thoughts about 3D engine, game development, etc...</description>
	<lastBuildDate>Wed, 20 Jul 2011 06:54:40 +0000</lastBuildDate>
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		<title>Comment on Writing GPU shaders in&#8230; C# by Alexander7</title>
		<link>http://www.kalimdor.org/?p=6#comment-158</link>
		<dc:creator>Alexander7</dc:creator>
		<pubDate>Wed, 20 Jul 2011 06:54:40 +0000</pubDate>
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		<title>Comment on Writing GPU shaders in… C# (update 2) by Alexander7</title>
		<link>http://www.kalimdor.org/?p=16#comment-154</link>
		<dc:creator>Alexander7</dc:creator>
		<pubDate>Sun, 17 Jul 2011 16:41:12 +0000</pubDate>
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		<title>Comment on Writing GPU shaders in… C# (update 2) by Alexander6</title>
		<link>http://www.kalimdor.org/?p=16#comment-152</link>
		<dc:creator>Alexander6</dc:creator>
		<pubDate>Sat, 16 Jul 2011 01:12:05 +0000</pubDate>
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		<title>Comment on Writing GPU shaders in&#8230; C# by Alexander1</title>
		<link>http://www.kalimdor.org/?p=6#comment-145</link>
		<dc:creator>Alexander1</dc:creator>
		<pubDate>Fri, 08 Jul 2011 14:18:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.kalimdor.org/blog/?p=6#comment-145</guid>
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		<title>Comment on Writing GPU shaders in&#8230; C# by Alexander</title>
		<link>http://www.kalimdor.org/?p=6#comment-143</link>
		<dc:creator>Alexander</dc:creator>
		<pubDate>Thu, 07 Jul 2011 05:14:31 +0000</pubDate>
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		<title>Comment on Writing GPU shaders in… C# (update 2) by xen</title>
		<link>http://www.kalimdor.org/?p=16#comment-3</link>
		<dc:creator>xen</dc:creator>
		<pubDate>Sat, 19 Jun 2010 07:57:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.kalimdor.org/?p=16#comment-3</guid>
		<description>It is still not entirely decided, I was currently designing constant buffer and shader variables interactions. It is targeted at C#, but I keep in mind that it will probably be used from Mono runtime as well.

One nice advantage of the system was to reuse constant buffer struct defined for the shader for directly uploading variables.

However, in case of Mono runtime, I am not sure yet if only some part of the system (shader generation) or everything (reusing constant buffer type) will be used. I could probably generate C++ header file to include for the constant buffer binding.

Anyway, user will be free to use another system to upload constant buffer anyway, so that shouldn&#039;t be such a big issue.</description>
		<content:encoded><![CDATA[<p>It is still not entirely decided, I was currently designing constant buffer and shader variables interactions. It is targeted at C#, but I keep in mind that it will probably be used from Mono runtime as well.</p>
<p>One nice advantage of the system was to reuse constant buffer struct defined for the shader for directly uploading variables.</p>
<p>However, in case of Mono runtime, I am not sure yet if only some part of the system (shader generation) or everything (reusing constant buffer type) will be used. I could probably generate C++ header file to include for the constant buffer binding.</p>
<p>Anyway, user will be free to use another system to upload constant buffer anyway, so that shouldn&#8217;t be such a big issue.</p>
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		<title>Comment on Writing GPU shaders in… C# (update 2) by Ged</title>
		<link>http://www.kalimdor.org/?p=16#comment-2</link>
		<dc:creator>Ged</dc:creator>
		<pubDate>Thu, 17 Jun 2010 11:49:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.kalimdor.org/?p=16#comment-2</guid>
		<description>just wondering how to use ? I mean the shaders are described in C*, but how can they be leveraged.

It woudl be great to fire up mono and then use this code to do openGL programming with strongly typed c# code. 

Can you provide a bit more info around the eco system of using this code ??</description>
		<content:encoded><![CDATA[<p>just wondering how to use ? I mean the shaders are described in C*, but how can they be leveraged.</p>
<p>It woudl be great to fire up mono and then use this code to do openGL programming with strongly typed c# code. </p>
<p>Can you provide a bit more info around the eco system of using this code ??</p>
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