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	<title>Comments on: Questionable Content</title>
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	<link>http://www.realtimerendering.com/blog/questionable-content/</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>By: Ivan-Assen</title>
		<link>http://www.realtimerendering.com/blog/questionable-content/comment-page-1/#comment-401</link>
		<dc:creator>Ivan-Assen</dc:creator>
		<pubDate>Mon, 10 May 2010 08:15:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1367#comment-401</guid>
		<description>We spent our first 5 years in the industry doing 2D RTS games, so it was only natural, when starting our 3D engine, to keep &quot;the action&quot; in the XY plane, and make +Z &quot;up&quot;</description>
		<content:encoded><![CDATA[<p>We spent our first 5 years in the industry doing 2D RTS games, so it was only natural, when starting our 3D engine, to keep &#8220;the action&#8221; in the XY plane, and make +Z &#8220;up&#8221;</p>
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		<title>By: Reg</title>
		<link>http://www.realtimerendering.com/blog/questionable-content/comment-page-1/#comment-398</link>
		<dc:creator>Reg</dc:creator>
		<pubDate>Sun, 09 May 2010 18:29:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1367#comment-398</guid>
		<description>I know it&#039;s too late but here are my answers anyway:

* A (RGB) of course.
* Usually A (+Y) as it&#039;s assumed by default in DirectX/OpenGL, although I sometimes use +Z when doing outdoor terrain rendering.
* ?? My English is not so good, sorry.
* A because I use DirectX. And I believe it&#039;s generally more intuitive to transform vec2 = vec1 * matrix than vec2 = matrix * vec1 :P</description>
		<content:encoded><![CDATA[<p>I know it&#8217;s too late but here are my answers anyway:</p>
<p>* A (RGB) of course.<br />
* Usually A (+Y) as it&#8217;s assumed by default in DirectX/OpenGL, although I sometimes use +Z when doing outdoor terrain rendering.<br />
* ?? My English is not so good, sorry.<br />
* A because I use DirectX. And I believe it&#8217;s generally more intuitive to transform vec2 = vec1 * matrix than vec2 = matrix * vec1 <img src='http://www.realtimerendering.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>By: itsjrich</title>
		<link>http://www.realtimerendering.com/blog/questionable-content/comment-page-1/#comment-394</link>
		<dc:creator>itsjrich</dc:creator>
		<pubDate>Sat, 08 May 2010 15:56:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1367#comment-394</guid>
		<description>1) Definitely RGB.
2) +Y... Z is for depth, hence Z-buffering.
3) Green-yellow... had no idea that there were other colors with that name.
4) Right column.</description>
		<content:encoded><![CDATA[<p>1) Definitely RGB.<br />
2) +Y&#8230; Z is for depth, hence Z-buffering.<br />
3) Green-yellow&#8230; had no idea that there were other colors with that name.<br />
4) Right column.</p>
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	<item>
		<title>By: Real-Time Rendering &#183; Questionable Answers</title>
		<link>http://www.realtimerendering.com/blog/questionable-content/comment-page-1/#comment-391</link>
		<dc:creator>Real-Time Rendering &#183; Questionable Answers</dc:creator>
		<pubDate>Sat, 08 May 2010 14:03:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1367#comment-391</guid>
		<description>[...] Subscribe to feed &#8249; Questionable Content [...]</description>
		<content:encoded><![CDATA[<p>[...] Subscribe to feed &lsaquo; Questionable Content [...]</p>
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		<title>By: islet8</title>
		<link>http://www.realtimerendering.com/blog/questionable-content/comment-page-1/#comment-388</link>
		<dc:creator>islet8</dc:creator>
		<pubDate>Sat, 08 May 2010 07:38:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1367#comment-388</guid>
		<description>A (although i&#039;m a game developer)
B
A
B</description>
		<content:encoded><![CDATA[<p>A (although i&#8217;m a game developer)<br />
B<br />
A<br />
B</p>
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		<title>By: LRBni</title>
		<link>http://www.realtimerendering.com/blog/questionable-content/comment-page-1/#comment-387</link>
		<dc:creator>LRBni</dc:creator>
		<pubDate>Sat, 08 May 2010 00:05:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1367#comment-387</guid>
		<description>1. A (RYB) - unless talking specifically about CG
2. A (+Y)
3. ? - Never heard that word to describe a colour
4. B (right column)</description>
		<content:encoded><![CDATA[<p>1. A (RYB) &#8211; unless talking specifically about CG<br />
2. A (+Y)<br />
3. ? &#8211; Never heard that word to describe a colour<br />
4. B (right column)</p>
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		<title>By: xskinyx</title>
		<link>http://www.realtimerendering.com/blog/questionable-content/comment-page-1/#comment-386</link>
		<dc:creator>xskinyx</dc:creator>
		<pubDate>Fri, 07 May 2010 23:09:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1367#comment-386</guid>
		<description>A,A,A,A

Question 2 could go either way though.... since alot of artwork is authored Z up. I prefer LHS, so Y up seems more sane.</description>
		<content:encoded><![CDATA[<p>A,A,A,A</p>
<p>Question 2 could go either way though&#8230;. since alot of artwork is authored Z up. I prefer LHS, so Y up seems more sane.</p>
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	<item>
		<title>By: mvandewettering</title>
		<link>http://www.realtimerendering.com/blog/questionable-content/comment-page-1/#comment-385</link>
		<dc:creator>mvandewettering</dc:creator>
		<pubDate>Fri, 07 May 2010 20:01:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1367#comment-385</guid>
		<description>1. RGB.  I can&#039;t think of a reason to consider RYB.
2. I think of +Y as going up.  It&#039;s annoying though, since I think of pixel coordinates having +Y going down.  
3. Isn&#039;t chartreuse a wine made in France?
4. I&#039;ve written it both ways.  In recent years, I prefer to think of points as column vectors, which means it is most natural to place them in the last column.  I believe that I&#039;ve written raytracers with both conventions though.</description>
		<content:encoded><![CDATA[<p>1. RGB.  I can&#8217;t think of a reason to consider RYB.<br />
2. I think of +Y as going up.  It&#8217;s annoying though, since I think of pixel coordinates having +Y going down.<br />
3. Isn&#8217;t chartreuse a wine made in France?<br />
4. I&#8217;ve written it both ways.  In recent years, I prefer to think of points as column vectors, which means it is most natural to place them in the last column.  I believe that I&#8217;ve written raytracers with both conventions though.</p>
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	<item>
		<title>By: cyril crassin</title>
		<link>http://www.realtimerendering.com/blog/questionable-content/comment-page-1/#comment-384</link>
		<dc:creator>cyril crassin</dc:creator>
		<pubDate>Fri, 07 May 2010 19:17:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1367#comment-384</guid>
		<description>There is a green and a yellow Chartreuse, but no way it can be orange ! It is made a few kilometers away from Grenoble ;-)</description>
		<content:encoded><![CDATA[<p>There is a green and a yellow Chartreuse, but no way it can be orange ! It is made a few kilometers away from Grenoble <img src='http://www.realtimerendering.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
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		<title>By: Simon Taylor</title>
		<link>http://www.realtimerendering.com/blog/questionable-content/comment-page-1/#comment-383</link>
		<dc:creator>Simon Taylor</dc:creator>
		<pubDate>Fri, 07 May 2010 17:07:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1367#comment-383</guid>
		<description>For no. 4, obviously I&#039;d put them in the bottom row, and when that didn&#039;t work I&#039;d try the right column :).</description>
		<content:encoded><![CDATA[<p>For no. 4, obviously I&#8217;d put them in the bottom row, and when that didn&#8217;t work I&#8217;d try the right column <img src='http://www.realtimerendering.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p>
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