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	<title>Comments on: Threaded Renderer</title>
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	<link>http://www.luminance.org/blog/gruedorf/2009/07/20/threaded-renderer</link>
	<description>Programming and Game Development - Kevin Gadd&#039;s Blog</description>
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		<title>By: A Render/SamplerState Stack and Manager for XNA &#124; The Instruction Limit</title>
		<link>http://www.luminance.org/blog/gruedorf/2009/07/20/threaded-renderer/comment-page-1#comment-461</link>
		<dc:creator>A Render/SamplerState Stack and Manager for XNA &#124; The Instruction Limit</dc:creator>
		<pubDate>Tue, 20 Oct 2009 21:02:04 +0000</pubDate>
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		<description>[...] The next step is batching draw calls to keep calls that use the same RenderStates together&#8230; in my system, this is left to the user&#8217;s discretion. Kevin Gadd presented a way of doing this (and many other things including threaded rendering) on his blog. [...]</description>
		<content:encoded><![CDATA[<p>[...] The next step is batching draw calls to keep calls that use the same RenderStates together&#8230; in my system, this is left to the user&#8217;s discretion. Kevin Gadd presented a way of doing this (and many other things including threaded rendering) on his blog. [...]</p>
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		<title>By: The Week in Code (VIII) &#171; Sgt. Conker</title>
		<link>http://www.luminance.org/blog/gruedorf/2009/07/20/threaded-renderer/comment-page-1#comment-448</link>
		<dc:creator>The Week in Code (VIII) &#171; Sgt. Conker</dc:creator>
		<pubDate>Thu, 15 Oct 2009 14:18:11 +0000</pubDate>
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		<description>[...] Threaded Renderer Kevin Gadd about his approach to threaded rendering. [...]</description>
		<content:encoded><![CDATA[<p>[...] Threaded Renderer Kevin Gadd about his approach to threaded rendering. [...]</p>
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