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	<title>Comments for numb3r23</title>
	<atom:link href="https://www.numb3r23.net/comments/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.numb3r23.net</link>
	<description>&#039;bout coding grafx &#38; more</description>
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		<title>Comment on Doxygen and GLSL shader by the_summer</title>
		<link>https://www.numb3r23.net/2012/02/15/doxygen-and-glsl-shader/#comment-65556</link>
		<dc:creator><![CDATA[the_summer]]></dc:creator>
		<pubDate>Sun, 21 Dec 2014 17:17:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.grasmo.de/?p=46#comment-65556</guid>
		<description><![CDATA[Just a side note, because I spent a few hours searching for the solution:

Add EXTENSION_MAPPING=.frag=C++, .vert=C++

in case you did all of the above but the html-output does not contain your parsed shaders.]]></description>
		<content:encoded><![CDATA[<p>Just a side note, because I spent a few hours searching for the solution:</p>
<p>Add EXTENSION_MAPPING=.frag=C++, .vert=C++</p>
<p>in case you did all of the above but the html-output does not contain your parsed shaders.</p>
]]></content:encoded>
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	<item>
		<title>Comment on libSOIL by Antoine</title>
		<link>https://www.numb3r23.net/2012/12/22/libsoil/#comment-7944</link>
		<dc:creator><![CDATA[Antoine]]></dc:creator>
		<pubDate>Sun, 04 Aug 2013 16:19:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.numb3r23.net/?p=142#comment-7944</guid>
		<description><![CDATA[Wow, thanks. I&#039;ve been having issues all morning with that! Commented the function and it&#039;s now working! Thanks again!]]></description>
		<content:encoded><![CDATA[<p>Wow, thanks. I&#8217;ve been having issues all morning with that! Commented the function and it&#8217;s now working! Thanks again!</p>
]]></content:encoded>
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	<item>
		<title>Comment on libSOIL by zulis</title>
		<link>https://www.numb3r23.net/2012/12/22/libsoil/#comment-6018</link>
		<dc:creator><![CDATA[zulis]]></dc:creator>
		<pubDate>Wed, 19 Jun 2013 07:46:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.numb3r23.net/?p=142#comment-6018</guid>
		<description><![CDATA[Thanks for the info! :)]]></description>
		<content:encoded><![CDATA[<p>Thanks for the info! <img src="https://www.numb3r23.net/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" /></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Github: GLSL shader library by Ben</title>
		<link>https://www.numb3r23.net/2013/05/17/github-glsl-shader-library/#comment-5576</link>
		<dc:creator><![CDATA[Ben]]></dc:creator>
		<pubDate>Mon, 10 Jun 2013 14:05:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.numb3r23.net/?p=256#comment-5576</guid>
		<description><![CDATA[Neat -- please keep adding to it! Seeing real examples I find is the best way to learn &amp; your blur filter helped me a lot]]></description>
		<content:encoded><![CDATA[<p>Neat &#8212; please keep adding to it! Seeing real examples I find is the best way to learn &amp; your blur filter helped me a lot</p>
]]></content:encoded>
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	<item>
		<title>Comment on wavelength-based thinfilm interference by Spectral Rendering on the GPU &#8211; now with bumps &#124; numb3r23</title>
		<link>https://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/#comment-3004</link>
		<dc:creator><![CDATA[Spectral Rendering on the GPU &#8211; now with bumps &#124; numb3r23]]></dc:creator>
		<pubDate>Tue, 26 Mar 2013 02:09:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.numb3r23.net/?p=153#comment-3004</guid>
		<description><![CDATA[[...] GLSL spectral rendering shader (here &amp; here) is now able to do some (environmental) bump-mapping. It does wavelength-based thinfilm [...]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] GLSL spectral rendering shader (here &amp; here) is now able to do some (environmental) bump-mapping. It does wavelength-based thinfilm [&#8230;]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on wavelength-based thinfilm interference by Skybox from Screen-aligned quad + Cubemap &#124; numb3r23</title>
		<link>https://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/#comment-673</link>
		<dc:creator><![CDATA[Skybox from Screen-aligned quad + Cubemap &#124; numb3r23]]></dc:creator>
		<pubDate>Thu, 10 Jan 2013 23:47:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.numb3r23.net/?p=153#comment-673</guid>
		<description><![CDATA[[...] wavelength-based illumination shader uses image-based-illumination using a cubemap. Without seeing the actual backdrop &#8211; a skybox [...]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] wavelength-based illumination shader uses image-based-illumination using a cubemap. Without seeing the actual backdrop &#8211; a skybox [&#8230;]</p>
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