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	<title>Comments for Clinton Rocksmith&#039;s Blog</title>
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	<link>http://www.clintonrocksmith.com</link>
	<description>Musings of code, video and audio</description>
	<lastBuildDate>Wed, 28 Sep 2011 12:35:50 +0000</lastBuildDate>
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		<title>Comment on Creating the perfect Alpha Channel using Pixel Shaders Part 2 by Rob</title>
		<link>http://www.clintonrocksmith.com/2010/12/21/creating-the-perfect-alpha-channel-using-pixel-shaders-part-2/#comment-161</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Wed, 28 Sep 2011 12:35:50 +0000</pubDate>
		<guid isPermaLink="false">http://clintonrocksmith.com/?p=40#comment-161</guid>
		<description>We&#039;ve modified the pixel shader slightly because we were having quality issues with the scaling of the image. With this shader the right side of simply masked.

// The texture is loaded into this Register as Texture1Sampler
sampler2D Texture1Sampler : register(S0);

float4 main(float2 uv : TEXCOORD) : COLOR
{
	//Double the screen Width
	float2 currentPixelPosition = uv;

	//Grab the current pixel value for the current Pixel Position, referencing the texture
	float4 currentPixel = tex2D( Texture1Sampler, currentPixelPosition );

	//check to make sure we don&#039;t try and grab the alpha value beyond the screen
	float value = 0;
	if (uv.x &lt;= 0.5)
	{
		  //Get alpha values from the second half of the screen
		  float2 alphaPixelPosition = uv;

		alphaPixelPosition.x = currentPixelPosition.x + 0.5;
		float4 alphaValue = tex2D( Texture1Sampler, alphaPixelPosition );

		//Get the red channel to convert to Alpha value, could change to blue/
		value = alphaValue.r;
	}

	//Assign the value to the alpha channel
	currentPixel.a = value;

	//Assign that value as a multiplier to the RGB channels
	currentPixel.r = currentPixel.r * value;
	currentPixel.g = currentPixel.g * value;
	currentPixel.b = currentPixel.b * value;
	
	return currentPixel;
}</description>
		<content:encoded><![CDATA[<p>We&#8217;ve modified the pixel shader slightly because we were having quality issues with the scaling of the image. With this shader the right side of simply masked.</p>
<p>// The texture is loaded into this Register as Texture1Sampler<br />
sampler2D Texture1Sampler : register(S0);</p>
<p>float4 main(float2 uv : TEXCOORD) : COLOR<br />
{<br />
	//Double the screen Width<br />
	float2 currentPixelPosition = uv;</p>
<p>	//Grab the current pixel value for the current Pixel Position, referencing the texture<br />
	float4 currentPixel = tex2D( Texture1Sampler, currentPixelPosition );</p>
<p>	//check to make sure we don&#8217;t try and grab the alpha value beyond the screen<br />
	float value = 0;<br />
	if (uv.x &lt;= 0.5)<br />
	{<br />
		  //Get alpha values from the second half of the screen<br />
		  float2 alphaPixelPosition = uv;</p>
<p>		alphaPixelPosition.x = currentPixelPosition.x + 0.5;<br />
		float4 alphaValue = tex2D( Texture1Sampler, alphaPixelPosition );</p>
<p>		//Get the red channel to convert to Alpha value, could change to blue/<br />
		value = alphaValue.r;<br />
	}</p>
<p>	//Assign the value to the alpha channel<br />
	currentPixel.a = value;</p>
<p>	//Assign that value as a multiplier to the RGB channels<br />
	currentPixel.r = currentPixel.r * value;<br />
	currentPixel.g = currentPixel.g * value;<br />
	currentPixel.b = currentPixel.b * value;</p>
<p>	return currentPixel;<br />
}</p>
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		<title>Comment on Creating the perfect Alpha Channel using Pixel Shaders Part 2 by Rob</title>
		<link>http://www.clintonrocksmith.com/2010/12/21/creating-the-perfect-alpha-channel-using-pixel-shaders-part-2/#comment-138</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Fri, 29 Jul 2011 14:58:10 +0000</pubDate>
		<guid isPermaLink="false">http://clintonrocksmith.com/?p=40#comment-138</guid>
		<description>How do you make the side-by-side alpha channel video? I have multiple movies I need to convert to this format.</description>
		<content:encoded><![CDATA[<p>How do you make the side-by-side alpha channel video? I have multiple movies I need to convert to this format.</p>
]]></content:encoded>
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		<title>Comment on Windows Phone 7 Development &#8211; dealing with testers by Clinton Rocksmith</title>
		<link>http://www.clintonrocksmith.com/2011/02/04/windows-phone-7-development-dealing-with-testers/#comment-6</link>
		<dc:creator>Clinton Rocksmith</dc:creator>
		<pubDate>Fri, 04 Feb 2011 04:10:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.clintonrocksmith.com/?p=73#comment-6</guid>
		<description>Yes, 5 versions can seem like too many, but it&#039;s 5 lots of added functionality, each one building on the previous.  The goal is to get an app into the marketplace and then release the added functionality from what was learnt in the submission process.

For instance, I have a calculator that determines the space between cameras to create 3D for films and photography.  The first version has basic functionality where the user must know all the settings for their camera.  The second version talks to Azure to pull down a list of cameras and their settings.  The third interacts with the cloud and allows for integration with Post production software.

Thus, the software still does what it is supposed to do from version 1 but just gets better and better.

If I built this to the full functionality, I would be frustrated and possibly be up for a complete rebuild by not learning about the submission process incrementally.

I agree that the testers need to fully test the app, because they&#039;re making extra work for themselves by having to test the app over and over.  Not to mention the time taken for the developer to wait for testing to be completed.</description>
		<content:encoded><![CDATA[<p>Yes, 5 versions can seem like too many, but it&#8217;s 5 lots of added functionality, each one building on the previous.  The goal is to get an app into the marketplace and then release the added functionality from what was learnt in the submission process.</p>
<p>For instance, I have a calculator that determines the space between cameras to create 3D for films and photography.  The first version has basic functionality where the user must know all the settings for their camera.  The second version talks to Azure to pull down a list of cameras and their settings.  The third interacts with the cloud and allows for integration with Post production software.</p>
<p>Thus, the software still does what it is supposed to do from version 1 but just gets better and better.</p>
<p>If I built this to the full functionality, I would be frustrated and possibly be up for a complete rebuild by not learning about the submission process incrementally.</p>
<p>I agree that the testers need to fully test the app, because they&#8217;re making extra work for themselves by having to test the app over and over.  Not to mention the time taken for the developer to wait for testing to be completed.</p>
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		<title>Comment on Windows Phone 7 Development &#8211; dealing with testers by GTRoberts</title>
		<link>http://www.clintonrocksmith.com/2011/02/04/windows-phone-7-development-dealing-with-testers/#comment-5</link>
		<dc:creator>GTRoberts</dc:creator>
		<pubDate>Fri, 04 Feb 2011 03:35:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.clintonrocksmith.com/?p=73#comment-5</guid>
		<description>Thats a good idea Clinton although without knowing the app, isn&#039;t five possible future versions a few too many?

Also, given the major confusion and fustration with the marketplace submission process and sometimes vauge testing &quot;results&quot; - it be far more constructive for the m/p testers to provide all bugs/issues to the dev&#039;s instead of just returning the app on the first problem they find.</description>
		<content:encoded><![CDATA[<p>Thats a good idea Clinton although without knowing the app, isn&#8217;t five possible future versions a few too many?</p>
<p>Also, given the major confusion and fustration with the marketplace submission process and sometimes vauge testing &#8220;results&#8221; &#8211; it be far more constructive for the m/p testers to provide all bugs/issues to the dev&#8217;s instead of just returning the app on the first problem they find.</p>
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