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	<title>Programming and animation &#187; Programming</title>
	<atom:link href="http://neill3d.com/category/programming/feed" rel="self" type="application/rss+xml" />
	<link>http://neill3d.com</link>
	<description>Programming and animation ideas, articles, tutors, scripts, plugins in the 3d</description>
	<lastBuildDate>Tue, 10 Aug 2010 15:26:45 +0000</lastBuildDate>
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		<title>Tip: NPRuntime window handle</title>
		<link>http://neill3d.com/tip-npruntime-window-handle</link>
		<comments>http://neill3d.com/tip-npruntime-window-handle#comments</comments>
		<pubDate>Fri, 23 Jul 2010 06:14:07 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Browser]]></category>
		<category><![CDATA[NPRuntime]]></category>
		<category><![CDATA[Tips]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=1094</guid>
		<description><![CDATA[
I has found an interesting feature of a NPRuntime plug-in, when I initialize OpenGL rendering context to a particular window handle, and then I need to hide for a while and show a window in browser, using calls style.display = &#8216;none&#8217; / &#8216;block&#8217;. As I turned out these calls are changing a window handle. This [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>SMTP send</title>
		<link>http://neill3d.com/smtp-send</link>
		<comments>http://neill3d.com/smtp-send#comments</comments>
		<pubDate>Sun, 13 Jun 2010 20:27:40 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Delphi]]></category>
		<category><![CDATA[smtp]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[Win32]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=1073</guid>
		<description><![CDATA[A good example of sending mail is here - https://forum.antichat.ru/printthread.php?t=44490

If you need a port to C + +, write to me.
P.S. Practice has shown that the service mail.ru better not to deal with. Half day caught cause loss of messages such as &#8220;mailbox does not exist&#8221;, while the same yandex sent no questions asked.
]]></description>
		<wfw:commentRss>http://neill3d.com/smtp-send/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GLSL shaders tips: NVidia and AMD difference.</title>
		<link>http://neill3d.com/glsl-shaders-tips-nvidia-and-amd-difference</link>
		<comments>http://neill3d.com/glsl-shaders-tips-nvidia-and-amd-difference#comments</comments>
		<pubDate>Sat, 29 May 2010 18:49:16 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Miscellaneous]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[Tips]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=1026</guid>
		<description><![CDATA[On my personal experience in adaptation glsl shaders to AMD.
I wrote &#8220;adaptation&#8221;, because this process can not be called in another manner, after setting up under the NVidia card.
1) AMD does not like ARB_draw_buffers require flag in the shader. And if you do not specify any flag at all, shader compiles without any problems. But [...]]]></description>
		<wfw:commentRss>http://neill3d.com/glsl-shaders-tips-nvidia-and-amd-difference/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Note about a sniffer code</title>
		<link>http://neill3d.com/note-about-a-sniffer-code</link>
		<comments>http://neill3d.com/note-about-a-sniffer-code#comments</comments>
		<pubDate>Mon, 10 May 2010 19:46:48 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Tips]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=983</guid>
		<description><![CDATA[On the internet I have found a lot of information and sample code to implement the injection of dynamic link library into an executable module. Most of examples originate from Jeffrey Richter. What I have observed, a lot of these examples forget to exit from thread in the sniffer library. This is particularly as a rule [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Qt and messages queue</title>
		<link>http://neill3d.com/qt-and-messages-queue</link>
		<comments>http://neill3d.com/qt-and-messages-queue#comments</comments>
		<pubDate>Sat, 24 Apr 2010 13:35:24 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Qt]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=961</guid>
		<description><![CDATA[
Out of habit, with WinApi you need to find a substitute for SendMessage, PostMessage in Qt, so that some operations less meaningful and more demanding to defer for a period of message processing, but not during the execution of the interrupt handler, or any triggers.

In Qt your custom types are described by a separate event [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>A little about Optitrack SDK and TrackIR</title>
		<link>http://neill3d.com/nemnogo-ob-optitrack-sdk-i-trackir</link>
		<comments>http://neill3d.com/nemnogo-ob-optitrack-sdk-i-trackir#comments</comments>
		<pubDate>Sat, 24 Apr 2010 13:13:36 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[device]]></category>
		<category><![CDATA[Optitrack]]></category>
		<category><![CDATA[SDK]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[TrackIR]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=957</guid>
		<description><![CDATA[In this post I&#8217;ll tell you a little about the experience of working with Optitrack SDK and connecting the TrackIR.


TrackIR and Optitrack SDK
TrackIR can be managed from Optitrack SDK, but there are some features:
- Vector 6DOF value defined by the TrackIR device or used TrackClip. And you may receive only one vector per frame.
- Each [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Моя первая публикация</title>
		<link>http://neill3d.com/moya-pervaya-publikaciya</link>
		<comments>http://neill3d.com/moya-pervaya-publikaciya#comments</comments>
		<pubDate>Fri, 26 Feb 2010 12:50:14 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Delphi]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=888</guid>
		<description><![CDATA[This article is not avaliable in english.
Недавно нашел у себя на компьютере весьма памятный мне материал &#8211; текст брошюры, которая продавалась в моем городе на рынке в книжной лавке.  Это был октябрь 2000 года и мне тогда было 14 лет отроду.

Материал был написан на основе своего опыта работы с библиотекой OpenGL и разработкой проекта &#8220;Автомобиль в [...]]]></description>
		<wfw:commentRss>http://neill3d.com/moya-pervaya-publikaciya/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>OpenGL вне зависимости от платформы или SDL</title>
		<link>http://neill3d.com/opengl-bez-zavisimosti-ot-platformy-ili-sdl</link>
		<comments>http://neill3d.com/opengl-bez-zavisimosti-ot-platformy-ili-sdl#comments</comments>
		<pubDate>Fri, 26 Feb 2010 12:31:20 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[SDL]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=882</guid>
		<description><![CDATA[This article is avaliable only in russian.
В виду того, что статья OpenGL для Win32 пользуется популярностью, я решил выложить еще несколько глав из когда-то намечавшейся книги по OpenGL и компьютерной графике. Материал еще имеет определенную актуальность, особенно для начинающих.
OpenGL &#8211; открытая графическая библиотека для работы с двухмерной и трехмерной графикой. Главной особенностью можно считать то, [...]]]></description>
		<wfw:commentRss>http://neill3d.com/opengl-bez-zavisimosti-ot-platformy-ili-sdl/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>OR SDK and STL string</title>
		<link>http://neill3d.com/or-sdk-i-stl-string</link>
		<comments>http://neill3d.com/or-sdk-i-stl-string#comments</comments>
		<pubDate>Sat, 06 Feb 2010 19:25:44 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[OpenReality]]></category>
		<category><![CDATA[SDK]]></category>
		<category><![CDATA[string]]></category>
		<category><![CDATA[Tips]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=866</guid>
		<description><![CDATA[OR SDK and STL string together generate a 118 error when compiling from error C2365: &#8216;operator new&#8217;: redefinition; previous definition was &#8216;function&#8217;
It seems to be why they combine, because in the OR SDK has a class for the line &#8211; FBString. However, with such a challenge comes when you want to connect third-party libraries or [...]]]></description>
		<wfw:commentRss>http://neill3d.com/or-sdk-i-stl-string/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Evaluation thread in a shader plugin</title>
		<link>http://neill3d.com/evaluation-thread-in-a-shader-plugin</link>
		<comments>http://neill3d.com/evaluation-thread-in-a-shader-plugin#comments</comments>
		<pubDate>Tue, 12 Jan 2010 11:14:29 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[OpenReality]]></category>
		<category><![CDATA[overview]]></category>
		<category><![CDATA[Plugin]]></category>
		<category><![CDATA[SDK]]></category>
		<category><![CDATA[WebCam]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=818</guid>
		<description><![CDATA[
* Image taken from the documentation for Autodesk MotionBuilder 7.5
When writing a plugin shader webcams faced with such a contradiction: on the one hand is necessary to process each frame of a web camera with no impact on the overall performance MoBu scene, and with another &#8211; usually creating plug-ins for MoBu says, adding that [...]]]></description>
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		<slash:comments>0</slash:comments>
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