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    <title>Chris's Development Blog</title>
    <description>My personal blog on Blade3D development</description>
    <link>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/BlogId/1/Default.aspx</link>
    <language>en-US</language>
    <managingEditor>chris@digini.com</managingEditor>
    <webMaster>support@digini.com</webMaster>
    <pubDate>Mon, 05 Jan 2009 20:29:38 GMT</pubDate>
    <lastBuildDate>Mon, 05 Jan 2009 20:29:38 GMT</lastBuildDate>
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    <item>
      <title>Blade3D Beta2 is here!</title>
      <description>&lt;p&gt;&lt;span class="ProductCopyBody"&gt;
&lt;p&gt;Hi Everyone,&lt;/p&gt;
&lt;p&gt;We're very excited to annouce the first release of Blade3D Beta 2.&lt;/p&gt;
&lt;p&gt;This build includes over 15 major new features and more than 50 improvements and bug fixes.  These include single click deployment to Xbox 360 and Windows (for XNA Creators Club members), Sott Shadow support, drag and drop Material Palette, character controller and greatly improved performance.   Please check the release notes to see all the awesome changes.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;/p&gt;
&lt;p&gt;Blade3D Team&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;u&gt;New Features&lt;/u&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;u&gt;&lt;br /&gt;
&lt;/u&gt;&lt;/strong&gt;New Xbox 360 compatible runtime&lt;br /&gt;
Direct deployment to Windows/Xbox 360 targets&lt;br /&gt;
New Shadow system with PCF/VSSM&lt;br /&gt;
New Drag/Drop material palette&lt;br /&gt;
New character controller with support for walk, jump, etc&lt;br /&gt;
New Fresnel reflective shader&lt;br /&gt;
New gesture recognition operator&lt;br /&gt;
New two tone metallic flake Car Paint shader&lt;br /&gt;
New pulse train generator operator&lt;br /&gt;
New "raise event" macro&lt;br /&gt;
New .XSI model importer&lt;br /&gt;
Ability to set RenderStates per material&lt;br /&gt;
Ability to toggle wireframe on entire viewport&lt;br /&gt;
Automatically set skybox cube maps on materials with : Environment semantic.&lt;br /&gt;
New Blade3D.Windows.Forms compatible scene control and sample application&lt;br /&gt;
New textures&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;u&gt;Improvements&lt;/u&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;LensShaders have a control texture for effect intensity&lt;br /&gt;
All organic shaders now are fully unified with lighting&lt;br /&gt;
Improved simple terrain performance&lt;br /&gt;
Improved Phong Specular shader&lt;br /&gt;
Assets can now have nested folders&lt;br /&gt;
Allow multiple water instances per scene&lt;br /&gt;
Allow axis aligned bbox precision on trigger volumes instead of just sphere&lt;br /&gt;
Allow macros to be grouped in sub-categories&lt;br /&gt;
Improved lighting defaults&lt;br /&gt;
Improved perf for water&lt;br /&gt;
Light priority is now configurable&lt;br /&gt;
Switch to abstract file system that can run from .Zip files etc&lt;br /&gt;
Remove hard coded directional light - now regular scene item&lt;br /&gt;
Update shaders to be compatible with buggy Xbox 360 HLSL &lt;br /&gt;
Automatically swizzle textures for big-endian targets&lt;br /&gt;
Automatic startup screen generation for deployed projects&lt;br /&gt;
Macros can now be drag/dropped&lt;br /&gt;
Atmosphere integrated as unified light&lt;br /&gt;
Can now specify a material per texture for BSP maps&lt;br /&gt;
Added ability to disable Axis arrows in scene&lt;br /&gt;
Major improvements in material system performance&lt;br /&gt;
Added property help to all shader parameters&lt;br /&gt;
Fix broken properties on some shaders&lt;br /&gt;
Add texture alpha support to all shaders&lt;br /&gt;
Improved HitTest performance&lt;br /&gt;
Added semantics to allow slider control for shader properties&lt;br /&gt;
Scrub editors now accelerate proportionally with mouse distance&lt;br /&gt;
Allow  &gt;65k vertices during model import&lt;br /&gt;
Improved FBX import&lt;br /&gt;
Skybox now drawn as single mesh to reduce seams&lt;br /&gt;
Can now change renderstates on materials&lt;br /&gt;
Support for double sided materials (reqiored for  FBX import)&lt;br /&gt;
LensShaders can now have alpha mask textures similar to Photoshop&lt;br /&gt;
Fix many bugs in model import for all model types&lt;br /&gt;
Lens Shaders no long affect selection boxes.&lt;br /&gt;
Big improvments to the gaussian blur shader&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;u&gt;Bug Fixes&lt;/u&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;u&gt;&lt;br /&gt;
&lt;/u&gt;&lt;/strong&gt;Fixed stretchrect to stop erasing the alpha channel&lt;br /&gt;
Fix for scripts getting run too often&lt;br /&gt;
Fix for missing textures during Quake 3 map import&lt;br /&gt;
Fix issue with angle editor on toolbar&lt;br /&gt;
Fix crash when empty string entered in some editors&lt;br /&gt;
Fix bug preventing some modules being exported&lt;br /&gt;
Fix broken enum support in graph runtime&lt;br /&gt;
Fix animation queueing&lt;br /&gt;
Handle colors with 0 alpha in color picker&lt;br /&gt;
Clamp GUI control zoom so it does not wrap&lt;br /&gt;
Fix model materials not being set&lt;br /&gt;
Remove some obsolete properties from certain objects&lt;br /&gt;
Fix crash when water depth material was unbound&lt;br /&gt;
Fix bug in radial blur shader&lt;br /&gt;
Rename EventMacro to PropertyChangeMacro&lt;br /&gt;
Fix so shader does not compile when using find/replace dialog&lt;br /&gt;
Fix many viewport issues&lt;br /&gt;
Prevent selection on Atmosphere&lt;br /&gt;
 &lt;br /&gt;
&lt;strong&gt;&lt;u&gt;Known Issues&lt;/u&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;
Projected Texture Lights not working on Xbox 360 (Shader Compatibility Issue)&lt;br /&gt;
Projected Cubemap Lights not working on Xbox 360 (Shader Compatibility Issue)&lt;br /&gt;
Reflective/Refractive Water issues on Xbox 360 (Cause TBD)&lt;br /&gt;
Script not working on Xbox 360 (Not yet implemented)&lt;br /&gt;
Sound not working on Xbox 360 (Not yet implemented)&lt;br /&gt;
Bounding box issue in model import for static models&lt;br /&gt;
Selection problem due to new model space hit testing&lt;br /&gt;
Connectors on GraphView show as black due to a bug with the material system&lt;br /&gt;
When deploying Font textures are not  detected as dependencies and have to be manually added&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;</description>
      <link>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/102/Default.aspx</link>
      <author>chris@digini.com</author>
      <comments>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/102/Default.aspx#Comments</comments>
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      <pubDate>Fri, 31 Aug 2007 04:31:00 GMT</pubDate>
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    </item>
    <item>
      <title>Blade3D Beta2 ETA</title>
      <description>&lt;p&gt;Hello,&lt;/p&gt;
&lt;p&gt;I just want to give you a heads up that we are just building the final build of Blade3D Beta 2 and expect it to be released sometime in the next couple of hours.&lt;/p&gt;
&lt;p&gt;Yes, you heard it right Beta 2 - which means it has Xbox 360 deployment!&lt;/p&gt;
&lt;p&gt;Also in this build is a very easy to Windows Forms compatibility layer that lets you embed Blade3D scenes into any .Net application.&lt;/p&gt;
&lt;p&gt;-chris&lt;/p&gt;</description>
      <link>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/100/Default.aspx</link>
      <author>chris@digini.com</author>
      <comments>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/100/Default.aspx#Comments</comments>
      <guid isPermaLink="true">http://www.blade3d.com/Default.aspx?tabid=76&amp;EntryID=100</guid>
      <pubDate>Fri, 31 Aug 2007 01:02:00 GMT</pubDate>
      <slash:comments>1</slash:comments>
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    </item>
    <item>
      <title>Gamefest Report</title>
      <description>&lt;p&gt;&lt;span class="ProductCopyBody"&gt; &lt;p&gt;Hi everyone,&lt;/p&gt; &lt;p&gt;First I'd like to apologize on behalf of the whole team for not being active on the forums for the last few weeks.  As you probably gathered we had a stand at  Gamefest this year and were very busy getting things organized for the show.&lt;/p&gt; &lt;p&gt;Gamefest was a wonderful success for us and everyone we talked to loved what we are doing.&lt;/p&gt; &lt;p&gt;Our booth was in an excellent location right next to the main Microsoft stand.  We showed Blade3D to attendees including the press and many major game studios.  Everyone who we showed the product to was very impressed and excited at how much Blade3D has to offer.&lt;/p&gt; &lt;p&gt;Thanks to all of you who dropped by our booth to say hello and check out Blade3D.&lt;br /&gt; &lt;br /&gt;&lt;strong&gt;More good news...&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Since our last public drop there has been an amazing amount of new functionality added. &lt;/p&gt; &lt;p&gt;&lt;strong&gt;1. Xbox 360 Support&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;The Blade3D runtime is now fully compatible with the Xbox 360.  We are very pleased with the performance even though we have not yet begun any perf tuning specific to this platform.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;2. Improvements&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;New animated character controller, soft shadow support with full gallery support, support for assets loading from compressed zip files, support for models with greater than 65K vertices, support for .XSI model format, support for big-endian platforms, terrain performance, support for nested asset folders, multiple water instances per scene, copy/Paste material and material swatches, improved speed of graph runtime.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;3. Deployment&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Blade3D now supports single-click deployment to both Windows and the Xbox 360 (for XNA Creators Club members).  All you need to do is to select the platform from a drop down and click Run!  Your project is packaged, sent to the chosen device and executed.  A screenshot is also automatically generated for your game if you don't supply your own splash screen, and is displayed while it is being loaded.&lt;/p&gt; &lt;p&gt;We're going to release the new build for you as soon as we can.  There is a bit of work to do to make it "drop ready" but we're hoping to release it by the end of next week.&lt;/p&gt; &lt;p&gt;Thank you again for your patience and support while we were preparing for this critical show. The next year is going to be an amazing one for Blade3D and the community!&lt;/p&gt; &lt;p&gt;Blade3D Team&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;/span&gt;&lt;/p&gt;</description>
      <link>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/98/Default.aspx</link>
      <author>chris@digini.com</author>
      <comments>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/98/Default.aspx#Comments</comments>
      <guid isPermaLink="true">http://www.blade3d.com/Default.aspx?tabid=76&amp;EntryID=98</guid>
      <pubDate>Thu, 16 Aug 2007 20:35:00 GMT</pubDate>
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    </item>
    <item>
      <title>Blade3D Build 2212 is now available</title>
      <description>&lt;p&gt;&lt;span class="ProductCopyBody"&gt;
&lt;p&gt;Hello Everyone,&lt;/p&gt;
&lt;p&gt;The Blade3D team is very happy to announce build 2212.  &lt;br /&gt;
Here is the list of additions, improvements and bug fixes that you will find in this build.&lt;br /&gt;
The most important thing to note is that apart from a few minor work items still to be done, this build contains the necessary changes to allow us to deploy the Blade3D runtime on the Xbox 360.  We will be finalizing the deployment features in upcoming builds.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;/p&gt;
&lt;p&gt;Team Blade3D&lt;br /&gt;
 &lt;br /&gt;
&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;New Texture System&lt;br /&gt;
===============&lt;br /&gt;
Blade3D now uses the VTF (Valve Texture Format) as its native texture file format&lt;br /&gt;
Blade3D can import the following texture types using the new “Import Texture” feature&lt;br /&gt;
 Plain 2D Textures, Animated Textures&lt;br /&gt;
 Cube Maps, Cube Map from Individual Faces&lt;br /&gt;
 3D Volume Textures, Volume Textures from Individual Slices&lt;br /&gt;
Texture import supports the following source texture formats&lt;br /&gt;
 PNG, TGA, JPG, BMP, DDS and PSD&lt;br /&gt;
Import Options provide the ability to&lt;br /&gt;
 Automatically generate Normal Maps&lt;br /&gt;
 Automatically generate Mip Maps&lt;br /&gt;
 Resize the source texture&lt;br /&gt;
 Convert to many different texture formats including luminance and floating point formats&lt;br /&gt;
High performance texture compression via custom GPU based DXT compressor&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;
Visual Programming System&lt;br /&gt;
====================&lt;br /&gt;
Connections between operators now automatically convert between interchangeable types&lt;br /&gt;
(This eliminates the need to add type conversion operators in most cases)&lt;br /&gt;
Added labels to operator inputs to show the input type&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;
Model Import System&lt;br /&gt;
================&lt;br /&gt;
Added preliminary support for FBX model format&lt;br /&gt;
All importers have been updated with the latest bug fixes&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;
Environmental Effects&lt;br /&gt;
================&lt;br /&gt;
New “Atmosphere” scene item&lt;br /&gt;
Moving Sun simulation using a sky dome&lt;br /&gt;
Simulates Rayleigh and Mie atmostpheric scattering effects&lt;br /&gt;
Automatic calculation of Sun position and atmospheric color based on time of day&lt;br /&gt;
Provides ability to define length of Game Day&lt;br /&gt;
Sky box now renders directly from cube map&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;
Development Environment&lt;br /&gt;
===================&lt;br /&gt;
New World Axis indicator arrows to the bottom-left of the screen&lt;br /&gt;
New “Errors” window to improve viewing and navigation of Script and HLSL errors&lt;br /&gt;
Added automatic project backup (every 10 minutes)&lt;br /&gt;
You can now add custom folders in the Effects and Textures nodes of the Object Browser&lt;br /&gt;
When posting a snapshot you may specify a custom Watermark image to overlay on the snapshot&lt;br /&gt;
All organic shader effects now work with animated models&lt;br /&gt;
Individual Material Techniques can now be set from the Property Grid&lt;br /&gt;
You can now define “InitProperty” specifiers on user defined types&lt;br /&gt;
Provided the ability to add “Constructors” and “Destructors” to user defined types&lt;br /&gt;
Improved performance and layout of toolbar galleries (materials/textures etc)&lt;br /&gt;
Create material menu is now categorized&lt;br /&gt;
Updated the “BringToCamera” and “FocusOnObject” tools to improve usability&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;
Bug Fixes&lt;br /&gt;
=======&lt;br /&gt;
Fix exception when moving the mouse over the Script or HLSL editors&lt;br /&gt;
Fix exception in curve editor&lt;br /&gt;
Handle exceptions when loading plugins/Operators and update exclusion list&lt;br /&gt;
Fix for mouse and keyboards events not firing on some objects&lt;br /&gt;
Fix for macros not working&lt;br /&gt;
Fix Vector3MultiplyFloat input name.&lt;br /&gt;
Fix for Vector4 slider editors &lt;br /&gt;
Fix for object instances not being deleted&lt;br /&gt;
Fixed problems caused when renaming HLSL effects &lt;br /&gt;
Fixed document dirty flag not being set in HLSL/Script editors after Undo/Redo&lt;br /&gt;
Fix Gaussian Blur Lens Shader&lt;br /&gt;
Fixed camera bug offsetting floor grid (reset world matrix).&lt;br /&gt;
Graph should have Delete action &lt;br /&gt;
Make many materials work as lens shaders&lt;br /&gt;
Delete orphaned material definitions when deleting an HLSL effect&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;</description>
      <link>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/97/Default.aspx</link>
      <author>chris@digini.com</author>
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      <pubDate>Tue, 10 Jul 2007 06:08:00 GMT</pubDate>
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    <item>
      <title>Build 2086 is now available!</title>
      <description>&lt;p&gt;&lt;span class="ProductCopyBody"&gt;
&lt;p&gt;Hi Everyone,&lt;/p&gt;
&lt;p&gt;We're happy to announce the "Father's Day" release of Blade3D.  This build includes a brand new lighting system, some nice additions to the IDE and major performance tuning for BSP maps and the material system.&lt;/p&gt;
&lt;p&gt;The new lighting system now supports 5 light types. Point light for light in all directions, directional light for light In a particular direction, and spot lights for light in a specific direction with a cone. The final two lights types are projected texture lights. Projected texture light projects a texture onto the scene in a specific direction, while projected cube texture light projects a texture in all directions, using a cube map.&lt;/p&gt;
&lt;p&gt;To use the new lights all you have to do is add them to your scene, if a scene item is within range (each light has a range property), it will be lit by the light, when using a Lighting material.&lt;/p&gt;
&lt;p&gt;Blade3D has no upper limit for the number of lights in the scene. With shader model 3.0, each object can be lit by 4 lights of each type, with up to 20 per object. With shader model 2.0, each object can be lit by 2 lights of each type, with up to 10 per object.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;br /&gt;
Blade3D Team&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Light manager for dynamic lighting, with:&lt;br /&gt;
 &lt;br /&gt;
 Point Lights&lt;br /&gt;
 Directional Lights&lt;br /&gt;
 Spot Lights&lt;br /&gt;
 Projected Texture Lights&lt;br /&gt;
 Projected CubeTexture Lights&lt;br /&gt;
 &lt;br /&gt;
 for&lt;br /&gt;
 &lt;br /&gt;
 VertexLit&lt;br /&gt;
 PixelLit&lt;br /&gt;
 Blinn&lt;br /&gt;
 Phong&lt;br /&gt;
 LightMappedBlinn&lt;br /&gt;
 &lt;br /&gt;
Fix for tangents in Blinn and Pong effects.&lt;br /&gt;
Allow particle rotation.&lt;br /&gt;
Fixed material property override problem with loading models.&lt;br /&gt;
Fix for the force controllers not being shown for Active Rigid Body.&lt;br /&gt;
Merged skinning and non skinning effects into one.&lt;br /&gt;
New widgets for light objects&lt;br /&gt;
Effects now compiled in one place (edtor).&lt;br /&gt;
Effect defines for shader model.&lt;br /&gt;
Compiling effects in highest available profile.&lt;br /&gt;
New Extensibility support.&lt;br /&gt;
Added a TimedLerp which takes a property id as parameter.&lt;br /&gt;
Tab and TabBack for editors.&lt;br /&gt;
New release notes and error message dialogs.&lt;br /&gt;
Fix for color picker.&lt;br /&gt;
 &lt;br /&gt;
Additions to the Toolbars allow quick editing of the more commonly accessed properties. These include:&lt;br /&gt;
 New toolbar controls such as sliders, scrub editors and textboxes&lt;br /&gt;
 New Lighting panel.&lt;br /&gt;
 Transform panel now contains controls to modify object transform .&lt;br /&gt;
 Added global scene options on the Scene panel.&lt;br /&gt;
 Insert Camera from toolbar.&lt;br /&gt;
 Improved toolbar color pickers to reflect the selected color.&lt;br /&gt;
 &lt;br /&gt;
Support for binary HLSL files which are compiled in the IDE.&lt;br /&gt;
Effects are now structured into categories such as Image Processing, Environmental, Organics and more.&lt;br /&gt;
Added new Kaleidoscope, ElectroStatic Particle and Organic effects .&lt;br /&gt;
Effects now use multiple lighting passes.&lt;br /&gt;
Added support for multiple techniques in effects.&lt;br /&gt;
Performance improvements for material system.&lt;br /&gt;
Performance improvements for BSP maps.&lt;br /&gt;
Fix for BSP Curve rendering.&lt;br /&gt;
Add BSP to scene on import.&lt;br /&gt;
Fixed spatial LookAt.&lt;br /&gt;
Added LookAtSpeed property to control how reactive the LookAt constraint is.&lt;br /&gt;
Improved scene grid.&lt;br /&gt;
Added TimedLerp() for scripting.&lt;br /&gt;
Preserve line numbers in script and hlsl for easier code navigation.&lt;br /&gt;
Fix package importer to work with new schema layout for effects.&lt;br /&gt;
Fix some selection issues.&lt;br /&gt;
Fix bug in static mesh drawing code causing model positions to not be updated.&lt;br /&gt;
Added SculptedPrim.&lt;br /&gt;
Fixed selection material when selecting model mesh parts or materials.&lt;br /&gt;
 &lt;br /&gt;
Changes to Transform properties of spatial items, now split into two parts,&lt;br /&gt;
LocalTransform and WorldTransform with sub properties.&lt;br /&gt;
Added Blade3DLogo sample texture (default for projective texture lights).&lt;br /&gt;
Now save effect in the HLSLEditor with F12 (like script( instead of on a timer.&lt;br /&gt;
Splash screen progress bar.&lt;br /&gt;
Fix for normal maps getting overridden to a default texture.&lt;br /&gt;
Fix for Camera's overwriting each others frustum planes.&lt;/p&gt;</description>
      <link>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/95/Default.aspx</link>
      <author>chris@digini.com</author>
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      <pubDate>Sun, 17 Jun 2007 16:08:00 GMT</pubDate>
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      <title>Problems Running Blade3D</title>
      <description>&lt;p&gt;It has come to our attention that some people are having problems running Blade3D.  If you are having these problems please could you try instaling the DirectX End User Runtime &lt;a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=d2e2cae1-6aef-4a40-bd00-f0fb2a71e99f&amp;displaylang=en"&gt;here&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Do not be fooled into thinking you already have DX9.0c since Microsoft frequently updates the DirectX runtime making your installed version obsolete.  Also please make sure you install from the link I have provided since there is also another DirectX runtime setup that is floating around on the Microsoft site that does not work correctly on Windows Vista.&lt;/p&gt;
&lt;p&gt;We are investigating how best to deal with the problem since adding this 48MB setup to our own setup is somewhat overkill.  I should also point out that other people who are interested in redistributing the XNA framework are having similar issues and a bug has been filed with Microsoft relating to this.  Hopefully at some point Microsoft can provide a single merge module that we can integrate into our setup that contains the XNA framework and any DirectX dependencies that they require.  You can see more on the topic &lt;a href="http://forums.xna.com/thread/8326.aspx"&gt;here&lt;/a&gt;, &lt;a href="http://forums.xna.com/thread/9924.aspx"&gt;here&lt;/a&gt; and &lt;a href="https://connect.microsoft.com/feedback/ViewFeedback.aspx?FeedbackID=277635&amp;SiteID=226&amp;wa=wsignin1.0"&gt;here&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;In the next build Blade3D will try and identify these other missing dependencies on startup and at least display a message as to where you should go to get the runtime.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;</description>
      <link>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/93/Default.aspx</link>
      <author>chris@digini.com</author>
      <comments>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/93/Default.aspx#Comments</comments>
      <guid isPermaLink="true">http://www.blade3d.com/Default.aspx?tabid=76&amp;EntryID=93</guid>
      <pubDate>Fri, 08 Jun 2007 01:16:00 GMT</pubDate>
      <slash:comments>5</slash:comments>
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    <item>
      <title>Blade3D Build 1955 Released</title>
      <description>&lt;p&gt;&lt;span class="ProductCopyBody"&gt;
&lt;p&gt;Good Afternoon,&lt;/p&gt;
&lt;p&gt;We have made some fixes in response to problems we found while working on the Wiki content and community feedback.  Most of the changes are fairly minor and are not be breaking changes.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;br /&gt;
Blade3D Team&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;font size="1"&gt;&lt;strong&gt;&lt;u&gt;Changelist&lt;/u&gt;&lt;/strong&gt;&lt;/font&gt;&lt;/p&gt;
&lt;p&gt;&lt;font size="1"&gt;Allow duplicating macros &lt;br /&gt;
GUI Controls are not locked by default &lt;br /&gt;
Drop primitives on terrain during creating&lt;br /&gt;
Transform model on insert&lt;br /&gt;
Transform model on setting the reference to a model instance &lt;br /&gt;
If there are no Sprite Areas don't bother building it&lt;br /&gt;
Fix for node position  not being correct on Drop or on Create from the context menu&lt;br /&gt;
Prevent viewport selection when graph is active&lt;br /&gt;
Fixed TextureView not setting CullMode back&lt;br /&gt;
Fixed bloom shader so it does not offset over iterations.&lt;br /&gt;
Added texel offset to align to pixels (optional, i.e not on stretchrect).&lt;br /&gt;
Fixed bloom not using material properties in the MaterialInfo tab properly.&lt;br /&gt;
Add Dizzy effect and default lens shader&lt;br /&gt;
Fix selection problems when there are nulls in the selection&lt;br /&gt;
Bounding boxes track animated models&lt;br /&gt;
Fix problems with material shadow properties during model import&lt;br /&gt;
Fix crash if effect is null&lt;br /&gt;
Fix material system so that empty shaders still create MaterialDefinitions&lt;br /&gt;
(Fixes import of Organics shader pack and more)&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;</description>
      <link>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/92/Default.aspx</link>
      <author>chris@digini.com</author>
      <comments>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/92/Default.aspx#Comments</comments>
      <guid isPermaLink="true">http://www.blade3d.com/Default.aspx?tabid=76&amp;EntryID=92</guid>
      <pubDate>Sun, 03 Jun 2007 23:07:00 GMT</pubDate>
      <slash:comments>0</slash:comments>
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    <item>
      <title>More Wiki Content Added</title>
      <description>&lt;p&gt;As well as the new Pong tutorial we've added documentation and tutorials for the GUI system and the logic diagram editor.  Additionally we added a few overviews on the Design Environment as a whole,&lt;/p&gt;
&lt;p&gt;Head over to the Wiki to check out the work-in-progress and feel free to leave comments.&lt;/p&gt;
&lt;p&gt;-chris&lt;/p&gt;</description>
      <link>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/91/Default.aspx</link>
      <author>chris@digini.com</author>
      <comments>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/91/Default.aspx#Comments</comments>
      <guid isPermaLink="true">http://www.blade3d.com/Default.aspx?tabid=76&amp;EntryID=91</guid>
      <pubDate>Thu, 31 May 2007 10:00:00 GMT</pubDate>
      <slash:comments>0</slash:comments>
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    <item>
      <title>Blade3D Build 1.0.01946 Released</title>
      <description>&lt;p&gt;&lt;span class="ProductCopyBody"&gt;
&lt;p&gt;Hello,&lt;/p&gt;
&lt;p&gt;Based on your very helpful feedback and bug reports we have fixed a number of lingering issues.  We hope that this build will provide a solid basis for the tutorials and how-to's that we will be adding to the Wiki over the next week.&lt;/p&gt;
&lt;p&gt;If you are in the US - Have a great Memorial Day!&lt;br /&gt;
Blade3D Team&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;u&gt;Changelist&lt;/u&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Reworked Blinn and Phong effects (fixed a lot of lighting issues).&lt;br /&gt;
Removed duplicate skinned phong effect.&lt;br /&gt;
Reorientated scene Z arrows to forward.&lt;br /&gt;
Output debug string to the output window for HLSL errors .&lt;br /&gt;
Don't pop up the Add Animation Graph is there are no animations .&lt;br /&gt;
Removed duplicate Delete menu item.&lt;br /&gt;
Removed some menu items that were inappropriate on certain items.&lt;br /&gt;
The spatial shortcut keys are now not active when using the script/hlsl editors.&lt;br /&gt;
Changed "Primitives" to Geometric Primitives in the toolbar.&lt;br /&gt;
Double clicking package files now imports the package.&lt;br /&gt;
Bug report dialog does not accept if you press enter.&lt;br /&gt;
Fixed all texture generators (Normal Map, Invert etc).&lt;br /&gt;
Generated textures are now created in MyModule/Textures.&lt;br /&gt;
HLSL Editor now compiles with optimizations first, so default materials should always compile.&lt;br /&gt;
Effects now using retail compile by default.&lt;br /&gt;
Materials now always use the correct defaults.&lt;br /&gt;
Fixed SkinnedSelection for when model parts/materials are selected.&lt;br /&gt;
Model parts/materials now use the correct texture when flashing red.&lt;br /&gt;
Default GUI Progress bar is now a more convenient shape.&lt;br /&gt;
Changed default collide penalty.&lt;br /&gt;
Hide texture generator material properties where applicable.&lt;br /&gt;
Blinn now the default material for models on shader model 3.0 cards.&lt;br /&gt;
Correctly update world transform properties when object SRT changes.&lt;br /&gt;
Changed update balloon message.&lt;/p&gt;</description>
      <link>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/89/Default.aspx</link>
      <author>chris@digini.com</author>
      <comments>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/89/Default.aspx#Comments</comments>
      <guid isPermaLink="true">http://www.blade3d.com/Default.aspx?tabid=76&amp;EntryID=89</guid>
      <pubDate>Mon, 28 May 2007 11:21:00 GMT</pubDate>
      <slash:comments>0</slash:comments>
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    <item>
      <title>Build 1919 Released!</title>
      <description>&lt;p&gt;&lt;span class="ProductCopyBody"&gt;
&lt;p&gt;Hi Everyone,&lt;/p&gt;
&lt;p&gt;We're very happy to announce the new build of Blade3D.  This build includes many new features, useability and performance improvements as well as bug fixes.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;br /&gt;
Blade3D Team&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Here is the change list for build 1919:&lt;/p&gt;
&lt;p&gt;Added new Macro feature that makes adding game logic such as playing a random animation or sound very simple.&lt;/p&gt;
&lt;p&gt;These new macros include:&lt;br /&gt;
 Random Macro&lt;br /&gt;
 Compound Macro&lt;br /&gt;
 Set Value Macro&lt;br /&gt;
 PlaySound Macro&lt;br /&gt;
 PlayAnimation Macro&lt;/p&gt;
&lt;p&gt;Additionally we provide a new way to trigger macros from any property change using the "Macro Event Trigger"&lt;/p&gt;
&lt;p&gt;Added various Trigger Volumes to trigger actions and events when objects are within a specified range.&lt;/p&gt;
&lt;p&gt;These include:&lt;br /&gt;
 Macro Trigger Volume&lt;br /&gt;
 Sound Trigger Volume&lt;br /&gt;
 Graph Trigger Volume&lt;br /&gt;
 Animation Trigger Volume&lt;/p&gt;
&lt;p&gt;New sound effect system with the following standard effects:&lt;br /&gt;
 Chorus&lt;br /&gt;
 Compressor&lt;br /&gt;
 Distortion&lt;br /&gt;
 Echo&lt;br /&gt;
 Reverb&lt;br /&gt;
 Wave Reverb&lt;br /&gt;
 Gargle&lt;br /&gt;
 Flanger&lt;br /&gt;
 Parametric Equalizer&lt;/p&gt;
&lt;p&gt;New scene manipulation tools for rapid scene building:&lt;br /&gt;
 Focus on object&lt;br /&gt;
 Bring to camera&lt;br /&gt;
 Drop on terrain&lt;br /&gt;
 Drop to ground&lt;br /&gt;
 Make upright&lt;br /&gt;
 Duplicate Around&lt;br /&gt;
 Duplicate Grid&lt;br /&gt;
 Duplicate SRT&lt;/p&gt;
&lt;p&gt;Allow moving scene items without having to enter translation mode&lt;br /&gt;
Added Uniform Scaling of scene items using the mouse wheel&lt;br /&gt;
Added per-triangle hit testing for models and animated models&lt;/p&gt;
&lt;p&gt;Added the concept of Constraints (implemented via logic diagrams). &lt;br /&gt;
These provide a way to run code if the scale, rotation or translation of a scene item changes.&lt;br /&gt;
We provide a standard "ConstrainToTerrain" operator (with option to orient objects to the terrain normals).&lt;br /&gt;
Additionally, a Constraint Graph is automatically created when adding terrain to the scene.&lt;/p&gt;
&lt;p&gt;Huge performance improvements in Material System, Animation and Scene Graph&lt;/p&gt;
&lt;p&gt;New Blinn and Blinn Skinning Effects&lt;br /&gt;
Standard HLSL effect annotations "UIHidden" and "ResourceName" now supported&lt;br /&gt;
New EffectMaskTextureSemantic&lt;br /&gt;
All lens shaders now have effect mask texture property&lt;br /&gt;
Shaders have been modified to use the texture intensity to control their effect&lt;/p&gt;
&lt;p&gt;Added References Panel to show all objects which refer to the selected object&lt;br /&gt;
Show object size on status bar&lt;br /&gt;
Show Availability of new builds on the status bar&lt;br /&gt;
Added indicator (orange box) for properties with non-default values&lt;br /&gt;
Added support for Proxy Authentication during login process&lt;/p&gt;
&lt;p&gt;Moved to XNA Framework Version 1.1&lt;br /&gt;
XNA Framework installation during first run&lt;/p&gt;
&lt;p&gt;Fixed Phong normal mapping&lt;br /&gt;
Fix for some mouse events not firing for GUI elements&lt;br /&gt;
Fixed macros and scripts not having a unique name when created&lt;br /&gt;
Fixed model bounding box bugs&lt;br /&gt;
Fixed crash when loading old modules&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;</description>
      <link>http://www.blade3d.com/DiginiStaff/Deletedpages/Blogs/tabid/76/EntryID/88/Default.aspx</link>
      <author>chris@digini.com</author>
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      <pubDate>Sat, 26 May 2007 07:30:00 GMT</pubDate>
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