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	<title>Comments on: SSAO</title>
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		<title>By: Applying SSAO to scenes &#171; Electronic Meteor</title>
		<link>http://www.gamerendering.com/2009/01/14/ssao/comment-page-1/#comment-40454</link>
		<dc:creator>Applying SSAO to scenes &#171; Electronic Meteor</dc:creator>
		<pubDate>Mon, 26 Dec 2011 22:48:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=569#comment-40454</guid>
		<description>[...] Rendering: http://www.gamerendering.com/2009/01/14/ssao/     LD_AddCustomAttr(&quot;AdOpt&quot;, &quot;1&quot;); LD_AddCustomAttr(&quot;Origin&quot;, &quot;other&quot;); [...]</description>
		<content:encoded><![CDATA[<p>[...] Rendering: http://www.gamerendering.com/2009/01/14/ssao/     LD_AddCustomAttr(&quot;AdOpt&quot;, &quot;1&quot;); LD_AddCustomAttr(&quot;Origin&quot;, &quot;other&quot;); [...]</p>
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		<title>By: Gio</title>
		<link>http://www.gamerendering.com/2009/01/14/ssao/comment-page-1/#comment-33088</link>
		<dc:creator>Gio</dc:creator>
		<pubDate>Mon, 24 Oct 2011 13:18:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=569#comment-33088</guid>
		<description>How is the optimised version different to the first one? They look the same to me... harder to read for sure, but it seems to boil down to exactly the same instructions. Unless I&#039;m missing something?</description>
		<content:encoded><![CDATA[<p>How is the optimised version different to the first one? They look the same to me&#8230; harder to read for sure, but it seems to boil down to exactly the same instructions. Unless I&#8217;m missing something?</p>
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	<item>
		<title>By: Screen Space Ambient Occlusion &#124; AnKi 3D Engine</title>
		<link>http://www.gamerendering.com/2009/01/14/ssao/comment-page-1/#comment-7019</link>
		<dc:creator>Screen Space Ambient Occlusion &#124; AnKi 3D Engine</dc:creator>
		<pubDate>Mon, 18 Apr 2011 21:13:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=569#comment-7019</guid>
		<description>[...] others use the depth buffer and the normal buffer (Crysis, gamerendering article) [...]</description>
		<content:encoded><![CDATA[<p>[...] others use the depth buffer and the normal buffer (Crysis, gamerendering article) [...]</p>
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		<title>By: Felix</title>
		<link>http://www.gamerendering.com/2009/01/14/ssao/comment-page-1/#comment-6315</link>
		<dc:creator>Felix</dc:creator>
		<pubDate>Wed, 09 Mar 2011 23:38:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=569#comment-6315</guid>
		<description>To the poster with the Moire problems that is most likely a precision problem. Make sure you are using at least 16-bit textures when you are rendering the SSAO.</description>
		<content:encoded><![CDATA[<p>To the poster with the Moire problems that is most likely a precision problem. Make sure you are using at least 16-bit textures when you are rendering the SSAO.</p>
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