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	<title>Comments for Shazzam News</title>
	<atom:link href="http://blog.shazzam-tool.com/index.php/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.shazzam-tool.com</link>
	<description>A place to talk about upcoming changes, new features, bug fixes</description>
	<lastBuildDate>Wed, 04 Jan 2012 15:36:26 +0000</lastBuildDate>
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	<item>
		<title>Comment on Pixel Shader Compare in Shazzam 1.4 by Saeid Habibzadeh</title>
		<link>http://blog.shazzam-tool.com/index.php/2011/12/pixel-shader-compare-in-shazzam-1-4/comment-page-1/#comment-34738</link>
		<dc:creator>Saeid Habibzadeh</dc:creator>
		<pubDate>Wed, 04 Jan 2012 15:36:26 +0000</pubDate>
		<guid isPermaLink="false">http://blog.shazzam-tool.com/index.php/2011/12/pixel-shader-compare-in-shazzam-1-4/#comment-34738</guid>
		<description>Thx 4 your Prompt Action.</description>
		<content:encoded><![CDATA[<p>Thx 4 your Prompt Action.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Output directory and file changes for Shazzam v1.4 by waltritscher</title>
		<link>http://blog.shazzam-tool.com/index.php/2011/12/output-directory-and-file-changes-for-shazzam-v1-4/comment-page-1/#comment-34575</link>
		<dc:creator>waltritscher</dc:creator>
		<pubDate>Wed, 28 Dec 2011 23:44:34 +0000</pubDate>
		<guid isPermaLink="false">http://blog.shazzam-tool.com/index.php/2011/12/output-directory-and-file-changes-for-shazzam-v1-4/#comment-34575</guid>
		<description>If I understand your question it does not.  The limitation for the instruction count is due to the Pixel Shader 2.0 specification.  Unless Microsoft updates Silverlight shaders to PS 3 or higher then there is no solution.</description>
		<content:encoded><![CDATA[<p>If I understand your question it does not.  The limitation for the instruction count is due to the Pixel Shader 2.0 specification.  Unless Microsoft updates Silverlight shaders to PS 3 or higher then there is no solution.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Output directory and file changes for Shazzam v1.4 by Habibzadeh Saeid</title>
		<link>http://blog.shazzam-tool.com/index.php/2011/12/output-directory-and-file-changes-for-shazzam-v1-4/comment-page-1/#comment-34487</link>
		<dc:creator>Habibzadeh Saeid</dc:creator>
		<pubDate>Sun, 25 Dec 2011 15:02:11 +0000</pubDate>
		<guid isPermaLink="false">http://blog.shazzam-tool.com/index.php/2011/12/output-directory-and-file-changes-for-shazzam-v1-4/#comment-34487</guid>
		<description>Nice to hear, new version will coming soon.
does it cut 64. instruction barrier for silverlight?</description>
		<content:encoded><![CDATA[<p>Nice to hear, new version will coming soon.<br />
does it cut 64. instruction barrier for silverlight?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Shazzam 1.2 &#8211; Multi Input Shaders Added by waltritscher</title>
		<link>http://blog.shazzam-tool.com/index.php/2010/02/shazzam-1-2-multi-input-shaders-added/comment-page-1/#comment-33763</link>
		<dc:creator>waltritscher</dc:creator>
		<pubDate>Thu, 10 Nov 2011 23:29:05 +0000</pubDate>
		<guid isPermaLink="false">http://blog.shazzam-tool.com/index.php/2010/02/shazzam-1-2-multi-input-shaders-added/#comment-33763</guid>
		<description>No there is not.  The PS2 PS3 shader spec permits up to 4 samplers</description>
		<content:encoded><![CDATA[<p>No there is not.  The PS2 PS3 shader spec permits up to 4 samplers</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Shazzam 1.2 &#8211; Multi Input Shaders Added by Bryan Croteau</title>
		<link>http://blog.shazzam-tool.com/index.php/2010/02/shazzam-1-2-multi-input-shaders-added/comment-page-1/#comment-32913</link>
		<dc:creator>Bryan Croteau</dc:creator>
		<pubDate>Sat, 08 Oct 2011 03:31:30 +0000</pubDate>
		<guid isPermaLink="false">http://blog.shazzam-tool.com/index.php/2010/02/shazzam-1-2-multi-input-shaders-added/#comment-32913</guid>
		<description>Is there any way to use up to 6 input samplers for the shader?</description>
		<content:encoded><![CDATA[<p>Is there any way to use up to 6 input samplers for the shader?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Shazzam 1.3 &#8211; Feature Overview by Tobias</title>
		<link>http://blog.shazzam-tool.com/index.php/2010/07/shazzam-1-3-feature-overview/comment-page-1/#comment-32422</link>
		<dc:creator>Tobias</dc:creator>
		<pubDate>Thu, 08 Sep 2011 09:14:41 +0000</pubDate>
		<guid isPermaLink="false">http://blog.shazzam-tool.com/index.php/2010/07/shazzam-1-3-feature-overview/#comment-32422</guid>
		<description>First I would like to thank you for a great application that really helps a lot when I need to work with Pixel Shaders!

I found a problem with ContrastAdjust.fx, it seems to have a bug when the shader is rendered in software in WPF (for example during a remote desktop session or forcing software rendering with RenderOptions.ProcessRenderMode = SoftwareOnly).

What happens is that transparent areas turn white, for example if putting the effect on a border with round corners the corners that should be transparent becomes white.

I fixed the problem by removing the following line from ContrastAdjust.fx:
pixelColor.rgb /= pixelColor.a;</description>
		<content:encoded><![CDATA[<p>First I would like to thank you for a great application that really helps a lot when I need to work with Pixel Shaders!</p>
<p>I found a problem with ContrastAdjust.fx, it seems to have a bug when the shader is rendered in software in WPF (for example during a remote desktop session or forcing software rendering with RenderOptions.ProcessRenderMode = SoftwareOnly).</p>
<p>What happens is that transparent areas turn white, for example if putting the effect on a border with round corners the corners that should be transparent becomes white.</p>
<p>I fixed the problem by removing the following line from ContrastAdjust.fx:<br />
pixelColor.rgb /= pixelColor.a;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Shazzam 1.3 &#8211; Eighty sample shaders included by Sergio</title>
		<link>http://blog.shazzam-tool.com/index.php/2010/07/shazzam-1-3-eighty-sample-shaders-included/comment-page-1/#comment-28971</link>
		<dc:creator>Sergio</dc:creator>
		<pubDate>Mon, 04 Apr 2011 01:49:44 +0000</pubDate>
		<guid isPermaLink="false">http://blog.shazzam-tool.com/index.php/2010/07/shazzam-1-3-eighty-sample-shaders-included/#comment-28971</guid>
		<description>Excellent work! ;)</description>
		<content:encoded><![CDATA[<p>Excellent work! <img src='http://blog.shazzam-tool.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Shazzam 1.3 &#8211; Feature Overview by Steve</title>
		<link>http://blog.shazzam-tool.com/index.php/2010/07/shazzam-1-3-feature-overview/comment-page-1/#comment-28223</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Sun, 06 Mar 2011 03:47:21 +0000</pubDate>
		<guid isPermaLink="false">http://blog.shazzam-tool.com/index.php/2010/07/shazzam-1-3-feature-overview/#comment-28223</guid>
		<description>Never mind about the bug! 
It&#039;s a WPF/Silverlight bug. Nothing&#039;s wrong with shazzam. More info here: http://social.msdn.microsoft.com/Forums/en-US/wpf/thread/2940eec8-6689-4ed7-b276-38e637640dd6/</description>
		<content:encoded><![CDATA[<p>Never mind about the bug!<br />
It&#8217;s a WPF/Silverlight bug. Nothing&#8217;s wrong with shazzam. More info here: <a href="http://social.msdn.microsoft.com/Forums/en-US/wpf/thread/2940eec8-6689-4ed7-b276-38e637640dd6/" rel="nofollow">http://social.msdn.microsoft.com/Forums/en-US/wpf/thread/2940eec8-6689-4ed7-b276-38e637640dd6/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Shazzam 1.3 &#8211; Feature Overview by Steve</title>
		<link>http://blog.shazzam-tool.com/index.php/2010/07/shazzam-1-3-feature-overview/comment-page-1/#comment-28220</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Sun, 06 Mar 2011 02:41:34 +0000</pubDate>
		<guid isPermaLink="false">http://blog.shazzam-tool.com/index.php/2010/07/shazzam-1-3-feature-overview/#comment-28220</guid>
		<description>Possible bug in Shazzam&#039;s compiler.

First, let me say that this is a great app! Unfortunately, I&#039;ve hit a really strange bug in when setting the alpha channel. Here is the simplest example that shows it:

sampler2D input : register(s0);
float4 main(float2 uv : TEXCOORD) : COLOR 
{ 
	float4 Color = float4(0,0,0,0);
	Color.rgb = 1.0 - Color.rgb;
	Color.a = 0.0;
	return Color; 
}

The output should be completely transparent, but it&#039;s opaque (alpha value of 1). 
Any ideas? I hope I&#039;m submitting this bug in the right place.</description>
		<content:encoded><![CDATA[<p>Possible bug in Shazzam&#8217;s compiler.</p>
<p>First, let me say that this is a great app! Unfortunately, I&#8217;ve hit a really strange bug in when setting the alpha channel. Here is the simplest example that shows it:</p>
<p>sampler2D input : register(s0);<br />
float4 main(float2 uv : TEXCOORD) : COLOR<br />
{<br />
	float4 Color = float4(0,0,0,0);<br />
	Color.rgb = 1.0 &#8211; Color.rgb;<br />
	Color.a = 0.0;<br />
	return Color;<br />
}</p>
<p>The output should be completely transparent, but it&#8217;s opaque (alpha value of 1).<br />
Any ideas? I hope I&#8217;m submitting this bug in the right place.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Shazzam 1.3 &#8211; Feature Overview by buba</title>
		<link>http://blog.shazzam-tool.com/index.php/2010/07/shazzam-1-3-feature-overview/comment-page-1/#comment-24360</link>
		<dc:creator>buba</dc:creator>
		<pubDate>Tue, 02 Nov 2010 12:52:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.shazzam-tool.com/index.php/2010/07/shazzam-1-3-feature-overview/#comment-24360</guid>
		<description>Oh, would it be possible to implement it :) It is really useful when targeting PS2.0 and trying to stay within the limits. FX Composer by Nvidia has this functionality. In simple tool I wrote with XNA, before I found about Shazzam (which is way better btw), I used Effect.Disassemble(..) method and along with ASM code it returned there was this comment at the end &quot;// approximately [_] instruction slots used ([_] texture, [_] arithmetic)&quot; from which I parsed the info. Since XNA is just a wrapper around DirectX, there must be something with same functionality in DirectX.

Well, while I am at feature requests... :) It would also be useful to specify custom entry method name (maybe with comments like for parameters). I don&#039;t know if WPF requires entry method to be named &quot;main&quot;, but it would be nice to be able to give descriptive names, since Shazzam is useful for more things than just WPF shaders. 

Otherwise congrats on very good app. I find Shazzam much more user friendly for writing sprite effects and for post processing effects than Nvidia or AMD tools. Keep up the good work!</description>
		<content:encoded><![CDATA[<p>Oh, would it be possible to implement it <img src='http://blog.shazzam-tool.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  It is really useful when targeting PS2.0 and trying to stay within the limits. FX Composer by Nvidia has this functionality. In simple tool I wrote with XNA, before I found about Shazzam (which is way better btw), I used Effect.Disassemble(..) method and along with ASM code it returned there was this comment at the end &#8220;// approximately [_] instruction slots used ([_] texture, [_] arithmetic)&#8221; from which I parsed the info. Since XNA is just a wrapper around DirectX, there must be something with same functionality in DirectX.</p>
<p>Well, while I am at feature requests&#8230; <img src='http://blog.shazzam-tool.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  It would also be useful to specify custom entry method name (maybe with comments like for parameters). I don&#8217;t know if WPF requires entry method to be named &#8220;main&#8221;, but it would be nice to be able to give descriptive names, since Shazzam is useful for more things than just WPF shaders. </p>
<p>Otherwise congrats on very good app. I find Shazzam much more user friendly for writing sprite effects and for post processing effects than Nvidia or AMD tools. Keep up the good work!</p>
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