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	<title>Sundog Software</title>
	<link>http://sundog-soft.com/sds</link>
	<description>Makers of the SilverLining Sky &#38; Weather SDK</description>
	<lastBuildDate>Sat, 12 Jun 2010 20:49:03 +0000</lastBuildDate>
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		<title>SilverLining featured in June issue of Develop</title>
		<description><![CDATA[SilverLining is featured in this month&#8217;s issue of Develop, the popular UK-based game development magazine. You&#8217;ll find us in the middleware feature; in addition to our half-page ad, we&#8217;re also featured in the section on &#8220;specialized middleware,&#8221; and quotes from Sundog Software&#8217;s founder, Frank Kane, are sprinkled throughout the feature. You can read it online [...]]]></description>
		<link>http://sundog-soft.com/sds/2010/06/silverlining-featured-in-june-issue-of-develop/</link>
			</item>
	<item>
		<title>OpenGL 3.2+ support, less memory, and no more popping clouds</title>
		<description><![CDATA[We just released version 1.971 of SilverLining, featuring support for OpenGL 3.2 core contexts, new features to blend clouds into the sky better and eliminate popping, much better memory usage, visual enhancements, and bug fixes. Go get it from our download page.
The new SilverLiningOpenGL32 renderer supports &#8220;core contexts&#8221; for OpenGL 3 that do not support [...]]]></description>
		<link>http://sundog-soft.com/sds/2010/06/opengl-3-2-support-and-no-more-popping-clouds/</link>
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		<title>Vizerra writes about collaboration with Sundog</title>
		<description><![CDATA[We owe a debt of gratitude to one of our customers, 3DreamTeam, makers of Vizerra. During the development of Vizerra, we worked closely together to help refine the look of SilverLining to match the realism of their virtual landmark tours. The results of this collaboration were dramatic.
They&#8217;ve posted an article on their blog about it, [...]]]></description>
		<link>http://sundog-soft.com/sds/2010/06/vizerra-writes-about-collaboration-with-sundog/</link>
			</item>
	<item>
		<title>Visual C++ 2010 support</title>
		<description><![CDATA[Version 1.963 of SilverLining now includes libraries, samples, and project files for Microsoft&#8217;s new release of Visual C++ 2010. You&#8217;ll find the new libraries under the lib/vc10 directory of the SDK, alongside the libraries for Visual C++ 6.0 (vc6), Visual Studio .NET 2003 (vc7), Visual Studio 2005 (vc8), Visual Studio 2008 (vc9), and GCC for [...]]]></description>
		<link>http://sundog-soft.com/sds/2010/04/visual-c-2010-support/</link>
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		<title>Third-party dependencies eliminated</title>
		<description><![CDATA[Version 1.962 of SilverLining, available now from our download page, eliminates all third-party DLL dependencies. This simplifies the distribution of an app linked with SilverLining, and gets you up and running that much faster when doing an initial integration.

We no longer link against NVidia&#8217;s Cg Toolkit libraries, instead using GLSL or HLSL directly and falling [...]]]></description>
		<link>http://sundog-soft.com/sds/2010/04/third-party-dependencies-eliminated/</link>
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		<title>SilverLining: Playing Nice With Others</title>
		<description><![CDATA[SilverLining 1.96 is now available from our download page. This release makes it easier to integrate SilverLining with existing game engines, by abstracting away its asset management and memory management. Combined with our existing support for plugging in new renderers and a highly portable cross-platform code base, SilverLining is now more versatile than ever.

One thing [...]]]></description>
		<link>http://sundog-soft.com/sds/2010/03/silverlining-playing-nice-with-others/</link>
			</item>
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		<title>Serialization Support, Better DirectX9 Support, New Lightspeed Integration.</title>
		<description><![CDATA[Version 1.952 of SilverLining is now available from our download page. This new revision adds the methods Atmosphere::Serialize() and Atmosphere::Unserialize(), which you can use to save and restore SilverLining&#8217;s complete state to any STL iostream. This is particularly handy not just for saving conditions to disk, but for handling device reset events in Direct3D 9 [...]]]></description>
		<link>http://sundog-soft.com/sds/2010/03/serialization-support-better-directx9-support-new-lightspeed-integration/</link>
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	<item>
		<title>We&#8217;re in Game Engine Gems</title>
		<description><![CDATA[
Sundog Software has authored two chapters in the new book &#8220;Game Engine Gems&#8221; &#8211; &#8220;Physically Based Outdoor Scene Lighting&#8221; and &#8220;Physically Realistic Skyboxes&#8221;. If you&#8217;re at GDC, you can get a sneak peek at it at booth #1843! Order one now from Amazon.com.
If you&#8217;re curious about how SilverLining works under the hood, these chapters provide [...]]]></description>
		<link>http://sundog-soft.com/sds/2010/03/were-in-game-engine-gems/</link>
			</item>
	<item>
		<title>Now supporting HDR, GLSL, lens flare, and more</title>
		<description><![CDATA[SilverLining 1.95 is now available from our download page. This new version has much better support for high-dynamic range applications &#8211; you can now toggle HDR mode at runtime using Atmosphere::EnableHDR(). This will disable all tone mapping and gamma correction, and draw to your floating point framebuffer in raw units of kilo-candelas per square meter [...]]]></description>
		<link>http://sundog-soft.com/sds/2010/02/now-supporting-hdr-glsl-lens-flare-and-more/</link>
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		<title>Direct Integration with Custom Renderers</title>
		<description><![CDATA[SilverLining 1.94 includes a new &#8220;custom renderer&#8221; sample project, illustrating how to tie SilverLining into your own rendering engine directly. You no longer need to let SilverLining render directly via OpenGL or DirectX; you can wire our drawing calls directly into any engine you&#8217;d like now. This opens up possibilities such as using SilverLining as [...]]]></description>
		<link>http://sundog-soft.com/sds/2010/01/direct-integration-with-custom-renderers/</link>
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