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	<title>Comments on: Depth bias and the power of deceiving yourself</title>
	<atom:link href="http://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/feed/" rel="self" type="application/rss+xml" />
	<link>http://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/</link>
	<description>Random thoughts of a triangle pusher</description>
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		<title>By: Lost in the Triangles &#187; Blog Archive &#187; Fixed function lighting in vertex shader - how?</title>
		<link>http://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/comment-page-1/#comment-16267</link>
		<dc:creator>Lost in the Triangles &#187; Blog Archive &#187; Fixed function lighting in vertex shader - how?</dc:creator>
		<pubDate>Thu, 22 Jan 2009 20:32:56 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=176#comment-16267</guid>
		<description>[...] transformation results, thus requiring depth bias or projection matrix tweaks, which leads to various artifacts that annoy people to [...]</description>
		<content:encoded><![CDATA[<p>[...] transformation results, thus requiring depth bias or projection matrix tweaks, which leads to various artifacts that annoy people to [...]</p>
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		<title>By: Marco Salvi</title>
		<link>http://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/comment-page-1/#comment-12141</link>
		<dc:creator>Marco Salvi</dc:creator>
		<pubDate>Sat, 14 Jun 2008 04:34:07 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=176#comment-12141</guid>
		<description>Very interesting post Aras, at work we just went through the same headache in the last few days (actually it was a bit more complicated than that because 360&#039;s GPU depth bias works in a slighty different way)
We obviously ended up &#039;patching&#039; the projection matrix to have the same behaviour on all platforms :-)</description>
		<content:encoded><![CDATA[<p>Very interesting post Aras, at work we just went through the same headache in the last few days (actually it was a bit more complicated than that because 360&#8217;s GPU depth bias works in a slighty different way)<br />
We obviously ended up &#8216;patching&#8217; the projection matrix to have the same behaviour on all platforms :-)</p>
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