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	<title>Geeks3D.com &#187; Tutorial</title>
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	<description>3D Tech News and Pixel Hacking</description>
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		<title>Building Worlds With Distance Functions in GLSL (Raymarching)</title>
		<link>http://www.geeks3d.com/20130524/building-worlds-with-distance-functions-in-glsl-raymarching-glslhacker-tutorial-opengl/</link>
		<comments>http://www.geeks3d.com/20130524/building-worlds-with-distance-functions-in-glsl-raymarching-glslhacker-tutorial-opengl/#comments</comments>
		<pubDate>Fri, 24 May 2013 13:19:37 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GLSL Hacker]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[distance]]></category>
		<category><![CDATA[field]]></category>
		<category><![CDATA[function]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[glsl hacker]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[raymarching]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8148</guid>
		<description><![CDATA[Article index: 1 &#8211; Raymarching, Distance functions 2 &#8211; GLSL framework for Raymarching 3 &#8211; Raymarching: Floor + Sphere 4 &#8211; Raymarching: Floor + Torus 5 &#8211; Raymarching: Floor + Rounded Box 6 &#8211; Raymarching: Floor + Union of Rounded Box and Sphere 7 &#8211; Raymarching: Floor + Rounded Box minus Sphere 8 &#8211; Raymarching: [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20130524/building-worlds-with-distance-functions-in-glsl-raymarching-glslhacker-tutorial-opengl/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Know Your OpenGL Tessellation Spacing Modes</title>
		<link>http://www.geeks3d.com/20130128/know-your-opengl-tessellation-spacing-modes/</link>
		<comments>http://www.geeks3d.com/20130128/know-your-opengl-tessellation-spacing-modes/#comments</comments>
		<pubDate>Mon, 28 Jan 2013 15:36:19 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GLSL Hacker]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[equal_spacing]]></category>
		<category><![CDATA[fractional_even_spacing]]></category>
		<category><![CDATA[fractional_odd_spacing]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[glslhacker]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[spacing mode]]></category>
		<category><![CDATA[tessellation]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8456</guid>
		<description><![CDATA[In OpenGL 4 (as well as in Direct3D 11), the tessellation levels are specified with floating points numbers. For example, if the tessellation level is 3.0 (for both outer and inner levels), a edge will be divided in three parts (or three segments). But in how many segments the same edge will be subdivided if [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20130128/know-your-opengl-tessellation-spacing-modes/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Normal Mapping without Precomputed Tangent Space Vectors</title>
		<link>http://www.geeks3d.com/20130122/normal-mapping-without-precomputed-tangent-space-vectors/</link>
		<comments>http://www.geeks3d.com/20130122/normal-mapping-without-precomputed-tangent-space-vectors/#comments</comments>
		<pubDate>Tue, 22 Jan 2013 16:45:40 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GLSL Hacker]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[bump mapping]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[glsl hacker]]></category>
		<category><![CDATA[glslhacker]]></category>
		<category><![CDATA[normal mapping]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[tangent space]]></category>
		<category><![CDATA[tbn]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8462</guid>
		<description><![CDATA[What a nice opportunity to stick to the latest news of the graphics programming world. I just released the first version of GLSL Hacker and the support of precomputed tangent vectors is among the zillion of features that are missing in this first version. Tangent vectors (or TBN for Tangent Binormal Normal) are useful in [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20130122/normal-mapping-without-precomputed-tangent-space-vectors/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>OpenGL 4.2 Atomic Counter Demo: Rendering Order of Fragments</title>
		<link>http://www.geeks3d.com/20120309/opengl-4-2-atomic-counter-demo-rendering-order-of-fragments/</link>
		<comments>http://www.geeks3d.com/20120309/opengl-4-2-atomic-counter-demo-rendering-order-of-fragments/#comments</comments>
		<pubDate>Fri, 09 Mar 2012 15:26:16 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[atomic counter]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[GL_ARB_shader_atomic_counters]]></category>
		<category><![CDATA[opengl 4.2]]></category>
		<category><![CDATA[rasterizer pattern]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8137</guid>
		<description><![CDATA[Article menu: 1 &#8211; Atomic Counters: Overview 2 &#8211; Atomic Counters: the Demo 3 &#8211; Atomic Counters: OpenGL Details 1 &#8211; Atomic Counters: Overview Some weeks ago I found this video showing in which order the fragments are rendered: Pretty cool. But how does it work? Answer: thanks to the use of atomic counters. Atomic [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20120309/opengl-4-2-atomic-counter-demo-rendering-order-of-fragments/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>Programming: Simple X11 Code Sample for Linux and Mac OS X</title>
		<link>http://www.geeks3d.com/20120102/programming-tutorial-simple-x11-x-window-code-sample-for-linux-and-mac-os-x/</link>
		<comments>http://www.geeks3d.com/20120102/programming-tutorial-simple-x11-x-window-code-sample-for-linux-and-mac-os-x/#comments</comments>
		<pubDate>Mon, 02 Jan 2012 14:41:42 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Linux]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[c/c++]]></category>
		<category><![CDATA[code sample]]></category>
		<category><![CDATA[mac os x]]></category>
		<category><![CDATA[macosx]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[WM_DELETE_WINDOW]]></category>
		<category><![CDATA[x window]]></category>
		<category><![CDATA[x11]]></category>
		<category><![CDATA[xlib]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8160</guid>
		<description><![CDATA[X Window (or X11) is the low level windowing system (the equivalent of the Win32 API under Windows) available with Unix / Linux and Mac OS X. According to this page, X11 is an option under Mac OS X (on my Lion-based system, X11 is available by default). Desktop environments like KDE or Gnome are [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20120102/programming-tutorial-simple-x11-x-window-code-sample-for-linux-and-mac-os-x/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Linux Programming: GDB Debugger for the Impatient (Tutorial)!</title>
		<link>http://www.geeks3d.com/20111213/linux-programming-gdb-debugger-for-the-impatient-tutorial/</link>
		<comments>http://www.geeks3d.com/20111213/linux-programming-gdb-debugger-for-the-impatient-tutorial/#comments</comments>
		<pubDate>Tue, 13 Dec 2011 15:54:12 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Linux]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[debugger]]></category>
		<category><![CDATA[debugging]]></category>
		<category><![CDATA[gdb]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8126</guid>
		<description><![CDATA[Here is a short tutorial about GBD for beginners. GDB is the powerful command line based debugger available with Linux. If you usually use a visual debugger like the one integrated in Visual Studio, a command line debugger like GDB can be a bit&#8230; frightening. But actually it&#8217;s quite easy to step into your code [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111213/linux-programming-gdb-debugger-for-the-impatient-tutorial/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Simple Introduction to Geometry Shaders in GLSL (Part 2)</title>
		<link>http://www.geeks3d.com/20111117/simple-introduction-to-geometry-shader-in-glsl-part-2/</link>
		<comments>http://www.geeks3d.com/20111117/simple-introduction-to-geometry-shader-in-glsl-part-2/#comments</comments>
		<pubDate>Thu, 17 Nov 2011 15:58:54 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[interface block]]></category>
		<category><![CDATA[introduction]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8091</guid>
		<description><![CDATA[Content: 1 &#8211; Doubling the geometry with the geometry shader 2 &#8211; The Demo You missed the first part of this introduction to GS? No problem, you can find it HERE. 1 &#8211; Doubling the geometry with the geometry shader Let&#8217;s see a more interesting use of the GS: a geometry doubler. This geometry doubler [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111117/simple-introduction-to-geometry-shader-in-glsl-part-2/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>How to Compute the Position in a Vertex Shader (GLSL, Part 3, the end&#8230;)</title>
		<link>http://www.geeks3d.com/20111115/how-to-compute-the-position-in-a-vertex-shader-glsl-opengl-part-3/</link>
		<comments>http://www.geeks3d.com/20111115/how-to-compute-the-position-in-a-vertex-shader-glsl-opengl-part-3/#comments</comments>
		<pubDate>Tue, 15 Nov 2011 05:59:22 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[clip]]></category>
		<category><![CDATA[coordinate]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[gl_Position]]></category>
		<category><![CDATA[matrix]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[position]]></category>
		<category><![CDATA[projection]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vertex shader]]></category>
		<category><![CDATA[view]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8087</guid>
		<description><![CDATA[After the publication of my previous posts about how to compute the position in a vertex shader (see HERE and HERE), I received this detailed explanation from Graham about coordinates spaces and of course the compute of&#8230; position! I think it&#8217;s a worthwhile text to share with Geeks3D&#8217;s readers. I slighthly modified the original text [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111115/how-to-compute-the-position-in-a-vertex-shader-glsl-opengl-part-3/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Simple Introduction to Geometry Shaders in GLSL (Part 1)</title>
		<link>http://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/</link>
		<comments>http://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/#comments</comments>
		<pubDate>Fri, 11 Nov 2011 19:34:39 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[introduction]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8085</guid>
		<description><![CDATA[UPDATE: Part 2 is available HERE. 1 &#8211; Geometry shaders overview The geometry shader (or GS) stage is located after the vertex shader (or tessellation if used) one and before the rasterizer and pixel shader ones (check out this article for more details). The geometry shader is the latest stage of the 3D pipeline that [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>How to Make a Simple Tunnel Effect</title>
		<link>http://www.geeks3d.com/20111107/how-to-make-a-simple-tunnel-effect-glsl-demo-geexlab/</link>
		<comments>http://www.geeks3d.com/20111107/how-to-make-a-simple-tunnel-effect-glsl-demo-geexlab/#comments</comments>
		<pubDate>Mon, 07 Nov 2011 16:06:48 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[effect]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[tunnel]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8079</guid>
		<description><![CDATA[Tunnel is a cool effect in graphics programming. You can do a tunnel effect using a real geometry (a mesh) or using procedural / ray tracing techniques like in this intro coded by XT95^FRequency (you can see this pixel shader based tunnel in action in ShaderToyMark): Metatunnel effect by XT95^FRequency Today, I&#8217;m going to show [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111107/how-to-make-a-simple-tunnel-effect-glsl-demo-geexlab/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>How to Compute the Position and Normal in the Vertex Shader in OpenGL (GLSL) and Direct3D (HLSL)</title>
		<link>http://www.geeks3d.com/20111026/how-to-compute-position-and-normal-vertex-shader-opengl-glsl-direct3d-hlsl-matrix/</link>
		<comments>http://www.geeks3d.com/20111026/how-to-compute-position-and-normal-vertex-shader-opengl-glsl-direct3d-hlsl-matrix/#comments</comments>
		<pubDate>Wed, 26 Oct 2011 12:56:48 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[HowTo]]></category>
		<category><![CDATA[Microsoft DirectX]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[column-major]]></category>
		<category><![CDATA[direct3d]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[hlsl]]></category>
		<category><![CDATA[howto]]></category>
		<category><![CDATA[matrix]]></category>
		<category><![CDATA[normal]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[position]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[projection]]></category>
		<category><![CDATA[row-major]]></category>
		<category><![CDATA[vertex shader]]></category>
		<category><![CDATA[view]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7929</guid>
		<description><![CDATA[This howto is valid for all versions of OpenGL (2, 3, and 4) as well as all version of Direct3D (9, 10 and 11). I give code snippets in OpenGL 2 and Direct3D 9. OpenGL 3 / 4 or Direct3D 10 / 11 codes can be easily derived from the GL2 / D3D9 ones. To [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20111026/how-to-compute-position-and-normal-vertex-shader-opengl-glsl-direct3d-hlsl-matrix/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>OpenGL 3.3 Sampler Objects: Control your Texture Units (Tutorial)</title>
		<link>http://www.geeks3d.com/20110908/opengl-3-3-sampler-objects-control-your-texture-units/</link>
		<comments>http://www.geeks3d.com/20110908/opengl-3-3-sampler-objects-control-your-texture-units/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 15:54:05 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[MSI Kombustor]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[direct3d 11]]></category>
		<category><![CDATA[glBindSampler]]></category>
		<category><![CDATA[glGenSamplers]]></category>
		<category><![CDATA[GL_ARB_sampler_objects]]></category>
		<category><![CDATA[opengl 3.3]]></category>
		<category><![CDATA[sampler]]></category>
		<category><![CDATA[texture unit]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=8005</guid>
		<description><![CDATA[Sampler objects used in MSI Kombustor This article is also available in french: Les Sampler States OpenGL 3.3: Configurer les Unités de Texture. I tested today for the first time the sampler objects available with OpenGL 3.3 (more than one year&#8230;) in MSI&#8217;s Kombustor 2.2.x (in dev). Sampler states or sampler objects are used to [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110908/opengl-3-3-sampler-objects-control-your-texture-units/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>EVGA GeForce GTX 580 Superclocked GPU Overclocking Session</title>
		<link>http://www.geeks3d.com/20110215/evga-geforce-gtx-580-superclocked-gpu-overclocking-session/</link>
		<comments>http://www.geeks3d.com/20110215/evga-geforce-gtx-580-superclocked-gpu-overclocking-session/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 13:58:51 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[EVGA OC Scanner]]></category>
		<category><![CDATA[FurMark]]></category>
		<category><![CDATA[Graphics Cards]]></category>
		<category><![CDATA[Overclocking]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[EVGA]]></category>
		<category><![CDATA[furmark]]></category>
		<category><![CDATA[gpu]]></category>
		<category><![CDATA[gtx 580]]></category>
		<category><![CDATA[oc scanner]]></category>
		<category><![CDATA[return to idle]]></category>
		<category><![CDATA[superclocked]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vddc]]></category>
		<category><![CDATA[voltage]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7722</guid>
		<description><![CDATA[I just stress-tested with FurMark 1.9.0 my EVGA GTX 580 SC, overclocked at 900MHz with a Vcore (or VDDC or GPU voltage) of 1.100V. At first glance, the card was stable, no visual artifacts, a very high GPU temperature (96°C) with an insane power consumption: 385W for the card alone! I even ran 3DMark11 without [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110215/evga-geforce-gtx-580-superclocked-gpu-overclocking-session/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>[Tested] ASUS GTX 560 Ti DirectCU II GPU Overclocking Session</title>
		<link>http://www.geeks3d.com/20110207/asus-gtx-560-ti-dc2-gpu-overclocking-vddc-voltage-clock/</link>
		<comments>http://www.geeks3d.com/20110207/asus-gtx-560-ti-dc2-gpu-overclocking-vddc-voltage-clock/#comments</comments>
		<pubDate>Mon, 07 Feb 2011 11:44:26 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Graphics Cards]]></category>
		<category><![CDATA[Overclocking]]></category>
		<category><![CDATA[Test]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Asus]]></category>
		<category><![CDATA[directcu 2]]></category>
		<category><![CDATA[furmark]]></category>
		<category><![CDATA[geforce]]></category>
		<category><![CDATA[gpu]]></category>
		<category><![CDATA[gtx 560 ti]]></category>
		<category><![CDATA[smartdoctor]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[vddc]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7683</guid>
		<description><![CDATA[Article index: Page 1: Preparation Page 2: Overclocking the GTX 560 Ti Page 3: Conclusion Few days ago was the launch day of NVIDIA&#8217;s new baby for gamers, the GeForce GTX 560 Ti. ASUS sent me their GTX 560 Ti for testing and reviewing. You can read the complete review here [Tested and Burned] ASUS [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20110207/asus-gtx-560-ti-dc2-gpu-overclocking-vddc-voltage-clock/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>[TIPS] What is the Morphological Anti-Aliasing (MLAA)?</title>
		<link>http://www.geeks3d.com/20101023/tips-what-is-the-morphological-anti-aliasing-mlaa/</link>
		<comments>http://www.geeks3d.com/20101023/tips-what-is-the-morphological-anti-aliasing-mlaa/#comments</comments>
		<pubDate>Sat, 23 Oct 2010 16:13:48 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Catalyst]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Anti-Aliasing]]></category>
		<category><![CDATA[catalyst]]></category>
		<category><![CDATA[driver]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[mlaa]]></category>
		<category><![CDATA[MorphoLogical]]></category>
		<category><![CDATA[radeon hd 5870]]></category>
		<category><![CDATA[radeon hd 6870]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7461</guid>
		<description><![CDATA[Morphological Anti-Aliasing from Pixel Bender Filters: MLAA With the launch of new Radeon HD 6870 (and HD 6850) series and new Catalyst 10.10a, the web if flooded by MLAA which is the acronym of MorphoLogical Anti-Aliasing. But what is MLAA and how to use it / enable it? What is the MLAA? In short, MLAA [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20101023/tips-what-is-the-morphological-anti-aliasing-mlaa/feed/</wfw:commentRss>
		<slash:comments>27</slash:comments>
		</item>
		<item>
		<title>[Tutorial] First Steps with PIL: Python Imaging Library</title>
		<link>http://www.geeks3d.com/20100930/tutorial-first-steps-with-pil-python-imaging-library/</link>
		<comments>http://www.geeks3d.com/20100930/tutorial-first-steps-with-pil-python-imaging-library/#comments</comments>
		<pubDate>Thu, 30 Sep 2010 13:48:23 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GeeXLab]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[geexlab]]></category>
		<category><![CDATA[image manipulation]]></category>
		<category><![CDATA[imaging library]]></category>
		<category><![CDATA[pil]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[scripting]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7389</guid>
		<description><![CDATA[1 &#8211; PIL: Python Imaging Library 2 &#8211; Loading an image 3 &#8211; Saving an image 4 &#8211; Reading the pixels 5 &#8211; Image Processing 6 &#8211; Adding a Watermark 7 &#8211; Downloads This is the first tutorial about Python and GeeXLab. The purpose of this series is to do an overview of the Python [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20100930/tutorial-first-steps-with-pil-python-imaging-library/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>[Tutorial] GPU Tools and GPU Memory Clock: Real and Effective Speeds Demystified</title>
		<link>http://www.geeks3d.com/20100613/tutorial-gpu-tools-and-gpu-memory-clock-real-and-effective-speeds-demystified/</link>
		<comments>http://www.geeks3d.com/20100613/tutorial-gpu-tools-and-gpu-memory-clock-real-and-effective-speeds-demystified/#comments</comments>
		<pubDate>Sun, 13 Jun 2010 13:50:38 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[GPU Tools]]></category>
		<category><![CDATA[Graphics Cards]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[clock]]></category>
		<category><![CDATA[ddr]]></category>
		<category><![CDATA[effective]]></category>
		<category><![CDATA[FRequency]]></category>
		<category><![CDATA[gddr3]]></category>
		<category><![CDATA[gddr5]]></category>
		<category><![CDATA[gtx 480]]></category>
		<category><![CDATA[hd 5870]]></category>
		<category><![CDATA[memory]]></category>
		<category><![CDATA[qdr]]></category>
		<category><![CDATA[real speed]]></category>
		<category><![CDATA[speed]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7169</guid>
		<description><![CDATA[I recently received this strange image of a GTX 480 tortured by FurMark. FurMark and an overclocked EVGA GTX 480 &#8211; Temperature spikes Hummm tortured is not really appropriate if we look at the current intensity and GPU power: 27A and 29W&#8230; And the FPS: 34 FPS is too low for a GTX 480 even [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20100613/tutorial-gpu-tools-and-gpu-memory-clock-real-and-effective-speeds-demystified/feed/</wfw:commentRss>
		<slash:comments>21</slash:comments>
		</item>
		<item>
		<title>[PROGRAMMING TIPS] How to Know the Graphics Memory Size and Usage In OpenGL</title>
		<link>http://www.geeks3d.com/20100531/programming-tips-how-to-know-the-graphics-memory-size-and-usage-in-opengl/</link>
		<comments>http://www.geeks3d.com/20100531/programming-tips-how-to-know-the-graphics-memory-size-and-usage-in-opengl/#comments</comments>
		<pubDate>Mon, 31 May 2010 12:36:15 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[ATI]]></category>
		<category><![CDATA[GL_ATI_meminfo]]></category>
		<category><![CDATA[GL_NVX_gpu_memory_info]]></category>
		<category><![CDATA[mem info]]></category>
		<category><![CDATA[memory size]]></category>
		<category><![CDATA[memory usage]]></category>
		<category><![CDATA[NVIDIA]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[WGL_AMD_gpu_association]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7152</guid>
		<description><![CDATA[You&#8217;re an OpenGL developer and you need a simple way to know graphics memory information such as the memory size or memory usage? If so, this is the right place! Few years ago, this kind of information wasn&#8217;t available to OpenGL developers but today, the two majors in OpenGL (I mean NVIDIA and AMD/ATI) have [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20100531/programming-tips-how-to-know-the-graphics-memory-size-and-usage-in-opengl/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>[Tutorial] Graphics Cards Voltage Regulator Modules (VRM) Explained</title>
		<link>http://www.geeks3d.com/20100504/tutorial-graphics-cards-voltage-regulator-modules-vrm-explained/</link>
		<comments>http://www.geeks3d.com/20100504/tutorial-graphics-cards-voltage-regulator-modules-vrm-explained/#comments</comments>
		<pubDate>Tue, 04 May 2010 13:01:43 +0000</pubDate>
		<dc:creator>JeGX</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Graphics Cards]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[buck converter]]></category>
		<category><![CDATA[choke]]></category>
		<category><![CDATA[dc-dc converter]]></category>
		<category><![CDATA[electronics]]></category>
		<category><![CDATA[gpu]]></category>
		<category><![CDATA[graphics card]]></category>
		<category><![CDATA[inductor]]></category>
		<category><![CDATA[mosfet]]></category>
		<category><![CDATA[voltage controller]]></category>
		<category><![CDATA[voltage regulator module]]></category>
		<category><![CDATA[vrm]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=7102</guid>
		<description><![CDATA[Article Index 1 &#8211; Introduction to VRM 2 – VRM: Theory 3 – VRM: Radeon HD 5970 4 – VRM: GeForce GTX 480 Today, a small article about VRMs. I wrote it few months ago further to the overclocking problems encountered by the Radeon HD 5970 (see HERE and HERE) with FurMark. These overclocking problems [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20100504/tutorial-graphics-cards-voltage-regulator-modules-vrm-explained/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>[Tutorial] Discovering Blender Part 4: Baking</title>
		<link>http://www.geeks3d.com/20091104/tutorial-discovering-blender-part-4-baking/</link>
		<comments>http://www.geeks3d.com/20091104/tutorial-discovering-blender-part-4-baking/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 12:28:34 +0000</pubDate>
		<dc:creator>Satyr</dc:creator>
				<category><![CDATA[Blender]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[ambient occlusion]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[shadow]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[uv mapping]]></category>

		<guid isPermaLink="false">http://www.geeks3d.com/?p=5988</guid>
		<description><![CDATA[This tutorial is based on Blender 2.49b. Prerequisites: Tutorial – Discovering Blender Part 1: Introduction to Blender’s Interface Tutorial – Discovering Blender Part 2: Creating your First Textured Mesh Tutorial &#8211; Discovering Blender Part 3: Applying UV Mapping Here I will show you how to bake a normal map from a Hi-res model to a [...]]]></description>
		<wfw:commentRss>http://www.geeks3d.com/20091104/tutorial-discovering-blender-part-4-baking/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
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