﻿<?xml version="1.0" encoding="utf-8"?><?xml-stylesheet type="text/xsl" href="http://www.mdxinfo.com/feeds/mdxrss.xslt"?><rss version="2.0"><channel><title>MDXInfo site updates</title><link>http://www.mdxinfo.com</link><description>New and updated tutorials, samples and articles on MDXInfo</description><language>en-us</language><copyright>Copyright 2010 by the MDXInfo authors</copyright><managingEditor>feedback@mdxinfo.com (MDXInfo authors)</managingEditor><webMaster>feedback@mdxinfo.com (MDXInfo authors)</webMaster><lastBuildDate>Thu, 02 Sep 2010 23:51:38 +0100</lastBuildDate><generator>Shabby mdxinfo PHP script</generator><docs>http://blogs.law.harvard.edu/tech/rss</docs><ttl>360</ttl><image><url>http://www.mdxinfo.com/resources.mdxinfo/images/feed-image.png</url><title>MDXInfo site updates</title><link>http://www.mdxinfo.com</link><height>43</height><width>144</width><description>New and updated tutorials, samples and articles on MDXInfo</description></image><item><title>About Managed DirectX</title><link>http://www.mdxinfo.com/tutorials/primer.php</link><description><![CDATA[Recently several forum posts popped up from people starting new projects using Managed DirectX. To make sure we're not giving anyone the wrong idea with the resources on this site, <b>Managed DirectX has been discontinued by Microsoft</b>. Your alternatives are <a href="http://creators.xna.com/en-US/" target="_blank">the XNA Framework</a> and <a href="http://slimdx.org" target="_blank">SlimDX</a>, as detailed in the note to <a href="http://www.mdxinfo.com/tutorials/primer.php">our MDX primer</a>.<br><br>MDXInfo is maintained as a resource for these older MDX projects, which convey concepts and techniques that should carry over to XNA and/or SlimDX. Resources from us on XNA can be found on <a href="http://xnainfo.com/">XNAInfo</a>. The old central XNA tutorial site ZiggyWare unfortunately <a href="http://forums.xna.com/forums/t/44288.aspx" target="_blank">went down</a>, a newer initiative can be found at <a href="http://www.sgtconker.com/" target="_blank">Sgt Conker</a>]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/tutorials/primer.php</guid><pubDate>Wed, 03 Feb 2010 10:10:00 +0000</pubDate></item><item><title>SlimDX September 2008 release</title><link>http://slimdx.mdxinfo.com/</link><description><![CDATA[Promit announced the <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=507818">September 2008 release</a> of SlimDX which adds support for Direct3D 9Ex and DirectSound, along with the regular maintenance. It also comes with a new sample framework and Asteroids game sample. And finally you're all cordially invited to go ahead and ask for features you'd like to see added to SlimDX, preferably by posting them to the <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=507818">announcement thread</a>.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://slimdx.mdxinfo.com/</guid><pubDate>Wed, 10 Sep 2008 10:10:00 +0100</pubDate></item><item><title>SlimDX Official Launch</title><link>http://slimdx.mdxinfo.com/</link><description><![CDATA[During the past three months various members of <a href="http://gamedev.net" target="_blank">the GameDev community</a> have been working on SlimDX, a replacement for the discontinued Managed DirectX API. Today it was announced it is officially going live with a dedicated <a href="http://slimdx.mdxinfo.com/" target="_blank">homepage/wiki</a> and <a href="http://code.google.com/p/slimdx/" target="_blank">the binaries</a> to go with it. You can find more information on the release over in <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=458796" target="_blank">this GameDev thread</a>.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://slimdx.mdxinfo.com/</guid><pubDate>Mon, 06 Aug 2007 07:10:00 +0100</pubDate></item><item><title>Managed DirectX User Interface library</title><link>http://www.avengersutd.com/wiki/Odyssey_UI</link><description><![CDATA[We got a heads-up from AvengerDr that he's releasing his GUI library for Managed DirectX called Odyssey. We haven't had a chance to look into the source yet, but it looks like a very polished and complete interface library. AvengerDr <a href="http://www.gamedev.net/community/forums/viewreply.asp?ID=3026326">seems to be considering</a> to port it to the upcoming <a href="http://slimdx.mdxinfo.com/" target="_blank">slimDX</a> API, so give him some positive feedback if you'd like to see this port happen <img src="http://www.mdxinfo.com/resources.mdxinfo/smileys/smile.gif" align="absmiddle">]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.avengersutd.com/wiki/Odyssey_UI</guid><pubDate>Mon, 06 Aug 2007 07:05:00 +0100</pubDate></item><item><title>Update time!</title><link>http://letskilldave.com/archive/2007/07/29/august-directx-sdk-is-available-for-download-important-changes-announced.aspx</link><description><![CDATA[Now that Managed DirectX is offically gone from the SDK as of August 2007, it's time for us to look around and determine where to go from here. Judging by the traffic stats, MDXInfo still serves its purpose of offering information on shaders and general game coding topics, so it'll stay up for as long as it's useful.<br><br>We'll also be providing a home for <a href="http://slimdx.mdxinfo.com/" target="_blank">slimDX</a>, a community effort to create a lean and mean managed wrapper around DirectX as a replacement for MDX.<br><br>Our XNA adventures have gotten a bit delayed and the community that sprang up around it already provides numerous excellent resources, but we're still looking to get some useful info onto XNAInfo. If anyone's still interested in helping out to get this going, just <a href="mailto:feedback@mdxinfo.com?subject=XNAInfo">drop us a line</a>. We're looking to fill in the few gaps where yet another XNA site might be of use, so we'll need to focus on advanced topics and detailed informational tutorials that aim to provide a deeper understanding of the API.<br><br>To wrap up this post, here's the link to the official MDX obituary notice.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://letskilldave.com/archive/2007/07/29/august-directx-sdk-is-available-for-download-important-changes-announced.aspx</guid><pubDate>Mon, 06 Aug 2007 07:00:00 +0100</pubDate></item><item><title>A pile of VB.NET samples</title><link>http://www.mdxinfo.com/resources.php?view=Advanced%20samples</link><description><![CDATA[Nauful, known as Cade on the IRC chat, has contributed a number of interesting MDX samples in VB.NET. The samples include advanced indoor rendering, terrain rendering (also advanced <img src="http://www.mdxinfo.com/resources.mdxinfo/smileys/wink.gif" align="absmiddle">) and a sample on projected textures and shadow mapping. You can find them in the <a href="http://www.mdxinfo.com/resources.php?view=Advanced samples">advanced</a> and <a href="http://www.mdxinfo.com/resources.php?view=Intermediate samples">intermediate</a> pages of our resources section.]]></description><author>feedback@mdxinfo.com (Nauful)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources.php?view=Advanced%20samples</guid><pubDate>Mon, 09 Oct 2006 13:22:12 +0100</pubDate></item><item><title>Various XNA resources</title><link>http://letskilldave.com</link><description><![CDATA[People already keeping track of XNA have probably already read this, but for anyone who's looking for more information on XNA these two links may be useful:<br><br>- <a target="_blank" href="http://msdn.com/xna/migration">Managed DirectX to XNA Framework Migration Guide</a><br><br>- <a target="_blank" href="http://blogs.msdn.com/xna/archive/2006/08/31/734204.aspx">Working with and creating XNA GameComponents</a><br>]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://letskilldave.com</guid><pubDate>Fri, 01 Sep 2006 13:44:12 +0100</pubDate></item><item><title>Updated XInput library with event model and some general XNA info</title><link>http://www.mdxinfo.com/resources/xinput.php</link><description><![CDATA[By request we've updated our XInput library with an event model, so you no longer have to poll the controller for its state (the event model can be disabled for manual polling). The extended wrapper is provided in a VS2005 solution since the event model is mainly targettted at applications, but it should also still work in .NET 1.1.	<br><br>In completely unrelated news, you have probably all heard about XNA and deployment of managed code on the XBox360 (if not, <a href="http://blogs.msdn.com/tmiller/archive/2006/08/13/699131.aspx" target="_blank">go here now</a>!). We'll continue our efforts to further the managed <i>'game programming evolution'</i> by providing a similar site with XNA info on <a href="http://www.xnainfo.com">http://www.xnainfo.com</a>. Since XNA isn't released just yet, the link just redirects you to MDXInfo, but we've got some nice things in the works!]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/xinput.php</guid><pubDate>Fri, 25 Aug 2006 11:19:12 +0100</pubDate></item><item><title>MDX Hotlabs part 3 released, building a Breakout clone</title><link>http://www.mdxinfo.com/articles/hotlabs.php</link><description><![CDATA[I have presented yet another hotlab at IT Intellect in Durban, South Africa. This hotlab was based around rebuilding an old classic called Breakout, check it out <img src="http://www.mdxinfo.com/resources.mdxinfo/smileys/smile.gif" align="absmiddle">]]></description><author>feedback@mdxinfo.com (Pieter Germishuys)</author><guid isPermaLink="true">http://www.mdxinfo.com/articles/hotlabs.php</guid><pubDate>Fri, 18 Aug 2006 11:13:06 +0100</pubDate></item><item><title>Some more information on XNA and a request for feedback from David Weller</title><link>http://letskilldave.com/archive/2006/06/29/XNA-Framework-tidbits_2E002E002E00_.aspx</link><description><![CDATA[If you visit the ZBuffer or GameDev regularly, you've probably already read about this but I thought I'd point it out anyway. DirectX communitity manager David Weller <a href="http://letskilldave.com/archive/2006/06/29/XNA-Framework-tidbits_2E002E002E00_.aspx" target="_blank">has posted</a> a few hints regarding what will and will not be available on the XNA Framework platform. And he's asking for feedback from MDX developers and as ZMan put it <i>"there's still time to make a difference"</i>. <br><br>In related news, we've been a bit <a href="http://faith.mdxinfo.com" target="_blank">busy</a> over here lately so the updates have been slow. We do have some nice things in the works, so stay tuned <img src="http://www.mdxinfo.com/resources.mdxinfo/smileys/smile.gif" align="absmiddle">]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://letskilldave.com/archive/2006/06/29/XNA-Framework-tidbits_2E002E002E00_.aspx</guid><pubDate>Fri, 30 Jun 2006 09:29:00 +0100</pubDate></item><item><title>Community forums and chat links added</title><link>http://www.mdxinfo.com/about/community.php</link><description><![CDATA[As MDXInfo staff we frequent various forums and have been running the #mdxinfo IRC channel for some time now, so we thought we'd point out where you can reach us if you want to have your questions answered directly. You'll find various links to these forums on our new community page, as well as an IRC chat applet to join our IRC channel.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/about/community.php</guid><pubDate>Sat, 27 May 2006 15:53:00 +0100</pubDate></item><item><title>MDX Hotlabs, new article archive structure and another chapter to our D3D10 series</title><link>http://www.mdxinfo.com/articles.php</link><description><![CDATA[Today we've restructured our article archive to make room for three great additions. First of all, some of you might have picked up the news that Pieter has started a series of MDX Hotlabs in Durban, SA. The slides and samples from these will be made <a href="http://www.mdxinfo.com/articles/hotlabs.php">available on MDXInfo</a>, providing valuable information on working with MDX.<br><br>Next up we have adopted a very nice FAQ on Direct3D memory usage from MVP Simon O'Connor into our new <a href="http://www.mdxinfo.com/articles/vidmem.php">game programming article section</a>. Ralf Kornmann also checked in with his latest chapter on our Managed Direct3D10 series, clearing up the mysteries of <a href="http://www.mdxinfo.com/articles/mdx103.php">D3D10 swap chain creation</a> using our Managed D3D10 wrapper.]]></description><author>feedback@mdxinfo.com (Various authors)</author><guid isPermaLink="true">http://www.mdxinfo.com/articles.php</guid><pubDate>Mon, 08 May 2006 20:06:00 +0100</pubDate></item><item><title>Added sample on multiple lights in HLSL using deferred lighting</title><link>http://www.mdxinfo.com/resources/resources.deferredlighting/DeferredLightingSample.zip</link><description><![CDATA[Deferred lighting is a technique for performing your lighting in screenspace, by rendering the required attributes such as position, normals and diffuse color to temporary buffers first. Once the scene is completely preprocessed like this, each light is rendered seperately, accumulating the results by using additive blending. This allows you to render a virtually unlimited amount of lights with no overdraw.]]></description><author>feedback@mdxinfo.com (Oliver Charles)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/resources.deferredlighting/DeferredLightingSample.zip</guid><pubDate>Mon, 24 Apr 2006 11:11:00 +0100</pubDate></item><item><title>Updated managed wrapper for Direct3D 10 - D3D10 and DXGI API almost completed</title><link>http://www.mdxinfo.com/articles/mdx10.php</link><description><![CDATA[As an official managed version of D3D 10 won't be coming any time soon, we have started a project that brings Direct3D 10 to the managed world today. The ZIP archive available for download has been updated with the latest binaries of the wrapper to cover most of the D3D10 and DXGI API.]]></description><author>feedback@mdxinfo.com (Ralf Kornmann)</author><guid isPermaLink="true">http://www.mdxinfo.com/articles/mdx10.php</guid><pubDate>Mon, 24 Apr 2006 11:10:00 +0100</pubDate></item><item><title>Managed wrapper for Direct3D 10 - Added section on device creation</title><link>http://www.mdxinfo.com/articles/mdx102.php</link><description><![CDATA[As an official managed version of D3D 10 won't be coming any time soon, we have started a project that brings Direct3D 10 to the managed world today. We've just added a section on the ins and outs of creating a D3D10 device and how that differs from the D3D 9 way of doing things.]]></description><author>feedback@mdxinfo.com (Ralf Kornmann)</author><guid isPermaLink="true">http://www.mdxinfo.com/articles/mdx102.php</guid><pubDate>Sat, 15 Apr 2006 11:06:00 +0100</pubDate></item><item><title>Added a picking tutorial, intersecting a mesh with a mouse ray</title><link>http://www.mdxinfo.com/tutorials/picking.php</link><description><![CDATA[Intersecting a mesh with a mouse ray, often referred to as picking, is a technique to select meshes in your 3D world by clicking your mouse. In this tutorial we'll take a look at a nice clean way to do this in MDX and what can be done with the information obtained from an intersection test. This tutorial comes with a port of the C++ picking sample from the SDK.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/tutorials/picking.php</guid><pubDate>Sun, 09 Apr 2006 20:27:00 +0100</pubDate></item><item><title>Released a utility library for creating a video texture from your webcam</title><link>http://www.mdxinfo.com/resources/webcam.php</link><description><![CDATA[This utility library allows you to capture frames from your webcam to display these as a video texture in Managed DirectX. The library is designed to make this process as easy as possible, so a normal texture can be swapped out for a webcam video texture in about 5 lines of code.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/webcam.php</guid><pubDate>Fri, 24 Mar 2006 02:25:00 +0000</pubDate></item><item><title>Released Source code for BrainBall</title><link>http://www.mdxinfo.com/articles/brainballSource.php</link><description><![CDATA[BrainBall is a game we designed and implemented for the <a href="http://www.gamedev.net/community/contest/seeingdouble/default.asp?ref=b" target="_blank">GameDev.net "Seeing Double" contest</a>. We've used various techniques presented here on MDXInfo in the game, to show how these can be implemented in a complete game environment.  A brief overview of these techniques and the complete source can be found in this article.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/articles/brainballSource.php</guid><pubDate>Thu, 23 Mar 2006 09:10:00 +0000</pubDate></item><item><title>Added a HLSL skinning sample</title><link>http://www.mdxinfo.com/resources/resources.HLSLSkinning/HLSLSkinning.zip</link><description><![CDATA[This sample created by Steve Lanuit extends the SimpleAnimation sample in the SDK to demonstrate how to perform mesh skinning in a HLSL shader. The sample was previously published on <a href="http://www.csharp-home.com" target="_blank">C# Home</a>, but since it's such a useful sample we've put it up here as well.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/resources.HLSLSkinning/HLSLSkinning.zip</guid><pubDate>Wed, 22 Mar 2006 09:54:00 +0000</pubDate></item><item><title>Added a showcase about BrainBall, a puzzling racing game</title><link>http://www.mdxinfo.com/articles/brainballShowcase.php</link><description><![CDATA[BrainBall is a game we designed and implemented for the <a href="http://www.gamedev.net/community/contest/seeingdouble/default.asp?ref=b" target="_blank">GameDev.net "Seeing Double" contest</a>, a smaller game design contest where the main objective was to implement two simultaneous views of the game world in such a way that both views make up the gameplay together.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/articles/brainballShowcase.php</guid><pubDate>Mon, 13 Mar 2006 10:10:00 +0000</pubDate></item><item><title>Added a snippet on creating a mesh with multiple subsets</title><link>http://www.mdxinfo.com/resources/creatingamesh.php</link><description><![CDATA[The original SDK documentation already shows how to create a mesh with a single subset, but for defining multiple subsets (or attribute ranges) some more work is needed. This little snippet shows how to programatically set up a simple cube with two subsets.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/creatingamesh.php</guid><pubDate>Sun, 12 Mar 2006 15:57:00 +0000</pubDate></item><item><title>Added a sample on physics with ODE.NET</title><link>http://www.mdxinfo.com/resources/resources.ODESample/ODE%20Sample.zip</link><description><![CDATA[This sample shows how to use ODE.NET to accomplish simple phyiscs]]></description><author>feedback@mdxinfo.com (Pieter Germishuys)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/resources.ODESample/ODE%20Sample.zip</guid><pubDate>Sun, 12 Mar 2006 14:37:00 +0000</pubDate></item><item><title>Released volume texture tool with sources and demo</title><link>http://www.mdxinfo.com/resources/volumetexturetool.php</link><description><![CDATA[We've added a software tool designed for creating and editing volume textures a bit faster than with the DirectX Texture Tool. It supports batch adding images from a folder, AVI video or another volume texture directly to the volume texture you're working on, which makes things a whole lot easier... At least, we think it does <img src="http://www.mdxinfo.com/resources.mdxinfo/smileys/smile.gif" align="absmiddle">]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/volumetexturetool.php</guid><pubDate>Wed, 01 Mar 2006 16:32:00 +0000</pubDate></item><item><title>Library added: C# game scripting library with ScriptEditorControl</title><link>http://www.mdxinfo.com/resources/scripting.php</link><description><![CDATA[Scripting is becoming more important in game development, so we created this scripting library for our <a href="http://www.mdxinfo.com/articles/phoenixShowcase.php">Phoenix Engine</a>. This library makes it a whole lot easier to integrate C# scripting into your games and other applications and it also contains a nifty control to edit scripts like in Visual Studio. And yes, it comes with source code <img src="http://www.mdxinfo.com/resources.mdxinfo/smileys/wink.gif" align="absmiddle">]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/scripting.php</guid><pubDate>Tue, 21 Feb 2006 18:09:00 +0000</pubDate></item><item><title>Tutorial added: hardware vertex morphing</title><link>http://www.mdxinfo.com/tutorials/hardwarevertexmorphing.php</link><description><![CDATA[Vertex morphing is a technique which allows for the deformation of a base mesh by using morph targets. This technique is commonly used for facial expressions and for describing transformations that are not easily described by bones. In this tutorial we explore an implementation of morphing that runs completely on the GPU.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/tutorials/hardwarevertexmorphing.php</guid><pubDate>Mon, 20 Feb 2006 02:15:00 +0000</pubDate></item><item><title>Basic sample added: Rendering a background gradient using a screensized quad</title><link>http://www.mdxinfo.com/resources/resources.BackgroundGradient/BackgroundGradient.zip</link><description><![CDATA[This sample project shows how to set up a screen sized quad for rendering a background gradient. The same technique may also be used to implement other fullscreen effects, like fading in and out.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/resources.BackgroundGradient/BackgroundGradient.zip</guid><pubDate>Sat, 18 Feb 2006 18:44:00 +0000</pubDate></item><item><title>Basic sample added: Implementing timebased movement using the Sample Framework</title><link>http://www.mdxinfo.com/resources/resources.Movement/Movement.zip</link><description><![CDATA[A simple sample project which shows how to implement timebased movement to move an object from one point to a target point, using the timer from the sample framework.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/resources.Movement/Movement.zip</guid><pubDate>Sat, 18 Feb 2006 18:43:00 +0000</pubDate></item><item><title>Site update: MDXInfo looking for contributors</title><link>http://www.mdxinfo.com/about/contribute.php</link><description><![CDATA[Both Pieter and me have been a bit too busy to make site updates as regular as we'd like, so if you have something interesting on MDX you'd like to share please visit our site to learn how.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/about/contribute.php</guid><pubDate>Thu, 02 Feb 2006 13:30:00 +0000</pubDate></item><item><title>Snippet added: EffectHandleProxy to facilitate working with effecthandles</title><link>http://www.mdxinfo.com/resources/effecthandleproxy.php</link><description><![CDATA[Using effect handles to set parameters on your effects can drastically improve the performance of your application. This snippet provides a 'proxy' class that allows you to use these effect handles while you can still reference parameters by their string name.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/effecthandleproxy.php</guid><pubDate>Thu, 26 Jan 2006 11:35:00 +0000</pubDate></item><item><title>Sample added: Muhammad Haggag's HDR rendering sample</title><link>http://www.mdxinfo.com/resources/resources.HDRDemo/HDRDemo.zip</link><description><![CDATA[This sample created by <a href="http://www.gamedev.net/community/forums/profile.asp?mode=display&id=9210" target="_blank">Muhammad Haggag</a> shows how to perform all the steps necessary for DHR rendering in Managed DirectX. The original discussion and release of the sample can be found <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=359002" target="_blank">over here at GameDev.net</a>]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/resources.HDRDemo/HDRDemo.zip</guid><pubDate>Thu, 26 Jan 2006 11:30:00 +0000</pubDate></item><item><title>Utility library added: screenshots and movie screen capture (BETA)</title><link>http://www.mdxinfo.com/resources/screencapture.php</link><description><![CDATA[This screen capture library allows you to create screenshots and simple movie captures from your Managed DirectX applications. It currently only encodes the movie into AVI file format and the code for creating these movies is still under development to iron out the bugs and increase performance on various systems.]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/resources/screencapture.php</guid><pubDate>Mon, 23 Jan 2006 07:50:00 +0000</pubDate></item><item><title>Site update: Google search added to website</title><link>http://www.mdxinfo.com/</link><description><![CDATA[We've added Google search to our website to make it easier to find the info you are looking for. Google's indexing seems to be lagging a bit behind, but it's a great service anyway :)]]></description><author>feedback@mdxinfo.com (Rim van Wersch)</author><guid isPermaLink="true">http://www.mdxinfo.com/</guid><pubDate>Thu, 19 Jan 2006 09:30:00 +0000</pubDate></item></channel></rss>