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	<title>Comments for Six Times Nothing</title>
	<atom:link href="http://blog.sixtimesnothing.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.sixtimesnothing.com</link>
	<description>Development Blog</description>
	<lastBuildDate>Sun, 31 Jul 2011 01:09:27 +0000</lastBuildDate>
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		<title>Comment on Terrain Toolkit released… finally! by sandor</title>
		<link>http://blog.sixtimesnothing.com/2010/02/terrain-toolkit-released-finally/#comment-79</link>
		<dc:creator>sandor</dc:creator>
		<pubDate>Sun, 31 Jul 2011 01:09:27 +0000</pubDate>
		<guid isPermaLink="false">http://blog.sixtimesnothing.com/?p=89#comment-79</guid>
		<description>Hi, thanks for the heads up – we will look into this right away. Would it be at all possible for you to explain what the error or deprecated function alert that you saw was? Thanks!</description>
		<content:encoded><![CDATA[<p>Hi, thanks for the heads up – we will look into this right away. Would it be at all possible for you to explain what the error or deprecated function alert that you saw was? Thanks!</p>
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		<title>Comment on Terrain Toolkit released… finally! by PMM</title>
		<link>http://blog.sixtimesnothing.com/2010/02/terrain-toolkit-released-finally/#comment-78</link>
		<dc:creator>PMM</dc:creator>
		<pubDate>Wed, 27 Jul 2011 02:23:52 +0000</pubDate>
		<guid isPermaLink="false">http://blog.sixtimesnothing.com/?p=89#comment-78</guid>
		<description>BTW ... great tool!  

Now that Unity 3.4 has been released, at least one function call has come up as deleted and to use a newer call.  Have you seen the same issue? Thanks.</description>
		<content:encoded><![CDATA[<p>BTW &#8230; great tool!  </p>
<p>Now that Unity 3.4 has been released, at least one function call has come up as deleted and to use a newer call.  Have you seen the same issue? Thanks.</p>
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		<title>Comment on Terrain Toolkit released… finally! by Sándor Moldán</title>
		<link>http://blog.sixtimesnothing.com/2010/02/terrain-toolkit-released-finally/#comment-67</link>
		<dc:creator>Sándor Moldán</dc:creator>
		<pubDate>Fri, 17 Jun 2011 07:21:54 +0000</pubDate>
		<guid isPermaLink="false">http://blog.sixtimesnothing.com/?p=89#comment-67</guid>
		<description>@Kk I haven&#039;t had problems with 3.3 - what are the problems you are seeing? And are you sure you have the latest version of the Terrain Toolkit from Google Code? http://code.google.com/p/unityterraintoolkit/ - Let me know if you&#039;re still having problems and I&#039;ll see what I can do to help?</description>
		<content:encoded><![CDATA[<p>@Kk I haven&#8217;t had problems with 3.3 &#8211; what are the problems you are seeing? And are you sure you have the latest version of the Terrain Toolkit from Google Code? <a href="http://code.google.com/p/unityterraintoolkit/" rel="nofollow">http://code.google.com/p/unityterraintoolkit/</a> &#8211; Let me know if you&#8217;re still having problems and I&#8217;ll see what I can do to help?</p>
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	<item>
		<title>Comment on Terrain Toolkit released… finally! by Kk</title>
		<link>http://blog.sixtimesnothing.com/2010/02/terrain-toolkit-released-finally/#comment-65</link>
		<dc:creator>Kk</dc:creator>
		<pubDate>Tue, 14 Jun 2011 07:14:38 +0000</pubDate>
		<guid isPermaLink="false">http://blog.sixtimesnothing.com/?p=89#comment-65</guid>
		<description>Any idea why it has bugs with Unity 3.3 inside texturing section?</description>
		<content:encoded><![CDATA[<p>Any idea why it has bugs with Unity 3.3 inside texturing section?</p>
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		<title>Comment on UniSky v1.2 Preview &#8211; Procedural Weather by Ileana Stampfl</title>
		<link>http://blog.sixtimesnothing.com/2011/02/unisky-v1-2-preview-procedural-weather/#comment-62</link>
		<dc:creator>Ileana Stampfl</dc:creator>
		<pubDate>Wed, 01 Jun 2011 19:05:38 +0000</pubDate>
		<guid isPermaLink="false">http://blog.sixtimesnothing.com/?p=205#comment-62</guid>
		<description>&lt;i&gt;Thanks! Sure – It requires Unity Pro and shader model 3.0. The video was shot with a 2 core 2.66 ghz machine using a geforce 8800 gtx, running at 350-400 fps during the peak of the storm.&lt;/i&gt;
+1</description>
		<content:encoded><![CDATA[<p><i>Thanks! Sure – It requires Unity Pro and shader model 3.0. The video was shot with a 2 core 2.66 ghz machine using a geforce 8800 gtx, running at 350-400 fps during the peak of the storm.</i><br />
+1</p>
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		<title>Comment on Displacement mapping with Unity’s built-in terrain by chris</title>
		<link>http://blog.sixtimesnothing.com/2010/11/displacement-mapping-with-unitys-built-in-terrain/#comment-58</link>
		<dc:creator>chris</dc:creator>
		<pubDate>Thu, 19 May 2011 21:38:31 +0000</pubDate>
		<guid isPermaLink="false">http://blog.sixtimesnothing.com/?p=126#comment-58</guid>
		<description>Thanks Rea!

I actually have thought about writing a triplanar shader before, but I felt it was too costly performance-wise for our game (3x the texture fetches for color and bump). If I ever do get around to writing one, this will be the place to find it</description>
		<content:encoded><![CDATA[<p>Thanks Rea!</p>
<p>I actually have thought about writing a triplanar shader before, but I felt it was too costly performance-wise for our game (3x the texture fetches for color and bump). If I ever do get around to writing one, this will be the place to find it</p>
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		<title>Comment on Displacement mapping with Unity’s built-in terrain by Rea</title>
		<link>http://blog.sixtimesnothing.com/2010/11/displacement-mapping-with-unitys-built-in-terrain/#comment-56</link>
		<dc:creator>Rea</dc:creator>
		<pubDate>Mon, 16 May 2011 05:08:43 +0000</pubDate>
		<guid isPermaLink="false">http://blog.sixtimesnothing.com/?p=126#comment-56</guid>
		<description>Hi Chris, this shader is amazing. 
Btw do you planning to creating some triplanar shader for the terrain? just curious...

Tx :)

-rea-</description>
		<content:encoded><![CDATA[<p>Hi Chris, this shader is amazing.<br />
Btw do you planning to creating some triplanar shader for the terrain? just curious&#8230;</p>
<p>Tx <img src='http://blog.sixtimesnothing.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>-rea-</p>
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		<title>Comment on Bump mapping for built-in Unity terrain by Jose</title>
		<link>http://blog.sixtimesnothing.com/2010/10/bump-mapping-for-built-in-unity-terrain/#comment-48</link>
		<dc:creator>Jose</dc:creator>
		<pubDate>Fri, 29 Apr 2011 21:13:21 +0000</pubDate>
		<guid isPermaLink="false">http://blog.sixtimesnothing.com/?p=91#comment-48</guid>
		<description>sorry, i had a mistake (i forgot to change the &quot;Texture Type&quot; in the Inspector to &quot;Normalmap&quot;).

THANKS YOU A LOT FOR THIS SHADER!!! IT IS A GREAT CONTRIBUTION!! 

by the way, you can put the command &quot;[ExecuteInEditMode]&quot; before the line &quot;public class CustomTerrainScript : MonoBehaviour {&quot; , to execute the Script in Edit Mode too, in this way you don´t need to press Play to see the changes each time that you modify the Script.

i also put the lines (for each Spec variable, in the Update() Function):
if(Spec0&lt;0)
 Spec0=0;

to reset to zero the Spec value  when it is negative (the texture appears Black in the terrain).

Regards!</description>
		<content:encoded><![CDATA[<p>sorry, i had a mistake (i forgot to change the &#8220;Texture Type&#8221; in the Inspector to &#8220;Normalmap&#8221;).</p>
<p>THANKS YOU A LOT FOR THIS SHADER!!! IT IS A GREAT CONTRIBUTION!! </p>
<p>by the way, you can put the command &#8220;[ExecuteInEditMode]&#8221; before the line &#8220;public class CustomTerrainScript : MonoBehaviour {&#8221; , to execute the Script in Edit Mode too, in this way you don´t need to press Play to see the changes each time that you modify the Script.</p>
<p>i also put the lines (for each Spec variable, in the Update() Function):<br />
if(Spec0&lt;0)<br />
 Spec0=0;</p>
<p>to reset to zero the Spec value  when it is negative (the texture appears Black in the terrain).</p>
<p>Regards!</p>
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		<title>Comment on Bump mapping for built-in Unity terrain by Jose</title>
		<link>http://blog.sixtimesnothing.com/2010/10/bump-mapping-for-built-in-unity-terrain/#comment-47</link>
		<dc:creator>Jose</dc:creator>
		<pubDate>Fri, 29 Apr 2011 19:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://blog.sixtimesnothing.com/?p=91#comment-47</guid>
		<description>something strange happened...i pressed the Play Button, and the terrains got Dark. i pressed Stop, and later, turn the Directional light, and now appears the Bump effect,but the lighting is wrong. it is full bright and lighted when the light is pointing horizontally instead to the floor :S

help please.</description>
		<content:encoded><![CDATA[<p>something strange happened&#8230;i pressed the Play Button, and the terrains got Dark. i pressed Stop, and later, turn the Directional light, and now appears the Bump effect,but the lighting is wrong. it is full bright and lighted when the light is pointing horizontally instead to the floor :S</p>
<p>help please.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Bump mapping for built-in Unity terrain by Jose</title>
		<link>http://blog.sixtimesnothing.com/2010/10/bump-mapping-for-built-in-unity-terrain/#comment-46</link>
		<dc:creator>Jose</dc:creator>
		<pubDate>Wed, 27 Apr 2011 18:38:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.sixtimesnothing.com/?p=91#comment-46</guid>
		<description>hello, i can´t get it to run. it is not compatible with Unity 3.3.0?

regards.</description>
		<content:encoded><![CDATA[<p>hello, i can´t get it to run. it is not compatible with Unity 3.3.0?</p>
<p>regards.</p>
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