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	<title>Comments for Galfar's Lair</title>
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	<link>http://galfar.vevb.net/wp</link>
	<description>Oh hai!</description>
	<lastBuildDate>Sun, 07 Mar 2010 16:12:39 +0000</lastBuildDate>
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		<title>Comment on JPEG 2000 for Pascal by Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/projects/jpeg2000-for-pascal/comment-page-1/#comment-599</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Sun, 07 Mar 2010 16:12:39 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=59#comment-599</guid>
		<description>It&#039;s already updated, happened few weeks ago.</description>
		<content:encoded><![CDATA[<p>It&#8217;s already updated, happened few weeks ago.</p>
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		<title>Comment on JPEG 2000 for Pascal by Gerald Schwerdtfeger</title>
		<link>http://galfar.vevb.net/wp/projects/jpeg2000-for-pascal/comment-page-1/#comment-588</link>
		<dc:creator>Gerald Schwerdtfeger</dc:creator>
		<pubDate>Tue, 02 Mar 2010 13:46:15 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=59#comment-588</guid>
		<description>When will this happen ?</description>
		<content:encoded><![CDATA[<p>When will this happen ?</p>
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		<title>Comment on Working in MODULA-2 by tri</title>
		<link>http://galfar.vevb.net/wp/2009/04/working-in-modula-2/comment-page-1/#comment-559</link>
		<dc:creator>tri</dc:creator>
		<pubDate>Sat, 13 Feb 2010 08:07:31 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/2009/04/working-in-modula-2/#comment-559</guid>
		<description>One more thing: a comprehensive list of current Modula-2 compilers can be found at

http://www.modula2.net/resources/compilers.shtml</description>
		<content:encoded><![CDATA[<p>One more thing: a comprehensive list of current Modula-2 compilers can be found at</p>
<p><a href="http://www.modula2.net/resources/compilers.shtml" rel="nofollow">http://www.modula2.net/resources/compilers.shtml</a></p>
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		<title>Comment on Working in MODULA-2 by tri</title>
		<link>http://galfar.vevb.net/wp/2009/04/working-in-modula-2/comment-page-1/#comment-549</link>
		<dc:creator>tri</dc:creator>
		<pubDate>Fri, 12 Feb 2010 15:03:22 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/2009/04/working-in-modula-2/#comment-549</guid>
		<description>Hi, you might be interested in the IRC channel dedicated to discussing Modula-2 and Oberon. It is on the Freenode network (irc.freenode.org), channel #modula-2.</description>
		<content:encoded><![CDATA[<p>Hi, you might be interested in the IRC channel dedicated to discussing Modula-2 and Oberon. It is on the Freenode network (irc.freenode.org), channel #modula-2.</p>
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		<title>Comment on JPEG 2000 for Pascal by Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/projects/jpeg2000-for-pascal/comment-page-1/#comment-464</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Wed, 03 Feb 2010 17:31:20 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=59#comment-464</guid>
		<description>I&#039;ll update this page with some info about compiling OpenJpeg in C++ Builder.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll update this page with some info about compiling OpenJpeg in C++ Builder.</p>
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		<title>Comment on JPEG 2000 for Pascal by Gerald Schwerdtfeger</title>
		<link>http://galfar.vevb.net/wp/projects/jpeg2000-for-pascal/comment-page-1/#comment-463</link>
		<dc:creator>Gerald Schwerdtfeger</dc:creator>
		<pubDate>Wed, 03 Feb 2010 14:59:10 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=59#comment-463</guid>
		<description>I will need to recompile the DLL. Does someone have the make file for the Delpji 2010 C compiler. Could it be posted somewhere ?</description>
		<content:encoded><![CDATA[<p>I will need to recompile the DLL. Does someone have the make file for the Delpji 2010 C compiler. Could it be posted somewhere ?</p>
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		<title>Comment on JPEG 2000 for Pascal by Gerald Schwerdtfeger</title>
		<link>http://galfar.vevb.net/wp/projects/jpeg2000-for-pascal/comment-page-1/#comment-457</link>
		<dc:creator>Gerald Schwerdtfeger</dc:creator>
		<pubDate>Mon, 01 Feb 2010 12:14:03 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=59#comment-457</guid>
		<description>Hi Serge, could you provide some of your DICOM library for free or is it commercial ?

Regards
Gerald</description>
		<content:encoded><![CDATA[<p>Hi Serge, could you provide some of your DICOM library for free or is it commercial ?</p>
<p>Regards<br />
Gerald</p>
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		<title>Comment on Daggerfall for Free! by Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/2009/07/daggerfall-for-free/comment-page-1/#comment-327</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Sun, 15 Nov 2009 01:19:25 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?p=554#comment-327</guid>
		<description>Thanks for getting back to this comment.
I&#039;m looking forward to the new story and lore for DH.</description>
		<content:encoded><![CDATA[<p>Thanks for getting back to this comment.<br />
I&#8217;m looking forward to the new story and lore for DH.</p>
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		<title>Comment on Working in MODULA-2 by Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/2009/04/working-in-modula-2/comment-page-1/#comment-326</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Sun, 15 Nov 2009 00:59:30 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/2009/04/working-in-modula-2/#comment-326</guid>
		<description>Thanks for all that info. 
According to GNU Modula-2 homepage it looks like ISO Modula-2 standard is now fully supported. I also found interesting Eclipse based IDE for GNU Modula-2 at http://modulipse.sourceforge.net/.</description>
		<content:encoded><![CDATA[<p>Thanks for all that info.<br />
According to GNU Modula-2 homepage it looks like ISO Modula-2 standard is now fully supported. I also found interesting Eclipse based IDE for GNU Modula-2 at <a href="http://modulipse.sourceforge.net/" rel="nofollow">http://modulipse.sourceforge.net/</a>.</p>
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		<title>Comment on Working in MODULA-2 by Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/2009/04/working-in-modula-2/comment-page-1/#comment-325</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Sun, 15 Nov 2009 00:50:53 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/2009/04/working-in-modula-2/#comment-325</guid>
		<description>I&#039;ve heard about Oberon but never checked it out before. Syntax looks very much like that of Modula-2 at first glance, but it&#039;s EBNF grammar is much shorter. I looked at Oberon-07 report to see how it can work without loops, but it looks like only a statement called LOOP was removed - FOR, WHILE, and REPEAT are still there.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve heard about Oberon but never checked it out before. Syntax looks very much like that of Modula-2 at first glance, but it&#8217;s EBNF grammar is much shorter. I looked at Oberon-07 report to see how it can work without loops, but it looks like only a statement called LOOP was removed &#8211; FOR, WHILE, and REPEAT are still there.</p>
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		<title>Comment on Working in MODULA-2 by Es</title>
		<link>http://galfar.vevb.net/wp/2009/04/working-in-modula-2/comment-page-1/#comment-324</link>
		<dc:creator>Es</dc:creator>
		<pubDate>Sat, 14 Nov 2009 23:10:35 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/2009/04/working-in-modula-2/#comment-324</guid>
		<description>Your may be interested in the Oberon language. Another Niclaus Wirth creation. It seems to have a back to basics philosophy but according to wikipedia the 2007 version has got rid of the loop statement which seems a bit extreme.</description>
		<content:encoded><![CDATA[<p>Your may be interested in the Oberon language. Another Niclaus Wirth creation. It seems to have a back to basics philosophy but according to wikipedia the 2007 version has got rid of the loop statement which seems a bit extreme.</p>
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		<title>Comment on Daggerfall for Free! by Archwyrm</title>
		<link>http://galfar.vevb.net/wp/2009/07/daggerfall-for-free/comment-page-1/#comment-323</link>
		<dc:creator>Archwyrm</dc:creator>
		<pubDate>Sat, 14 Nov 2009 21:32:51 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?p=554#comment-323</guid>
		<description>Found this again through a (different) Google search. ;)

Regarding legal issues, I wasn&#039;t part of the project at the time, but here is a nice snippet from our project history page[1]:

&quot;Issues surrounding use of Daggerfall&#039;s story and setting had always been in the air and never truly settled. In ReDF the plan was to create a proof-of-concept demo before approaching Bethesda and parent company ZeniMax. The various DFWorkshop projects had little if any strategy about the legal hurdle. Through unofficial channels word came of Bethesda developers &quot;squirming&quot; when asked about our project&#039;s remake ambitions, leaving the impression they didn&#039;t want to make any statement about its legality or existence. In essence, the remake effort had been allowed to live in the shadows, out of sight and out of mind.

In 2007, lamaslany contacted Bethesda Softworks directly about &quot;the legal question&quot;. Forced to comment, they said what they had to say-- that it was unauthorized. The announcement of this on the forums in May forced the community to search for a new identity.&quot;

Now I am happy to say that we have a great story and lore in the works.

[1] http://dungeonhack.sourceforge.net/DungeonHack:Community_Portal#Community_History</description>
		<content:encoded><![CDATA[<p>Found this again through a (different) Google search. <img src='http://galfar.vevb.net/wp/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Regarding legal issues, I wasn&#8217;t part of the project at the time, but here is a nice snippet from our project history page[1]:</p>
<p>&#8220;Issues surrounding use of Daggerfall&#8217;s story and setting had always been in the air and never truly settled. In ReDF the plan was to create a proof-of-concept demo before approaching Bethesda and parent company ZeniMax. The various DFWorkshop projects had little if any strategy about the legal hurdle. Through unofficial channels word came of Bethesda developers &#8220;squirming&#8221; when asked about our project&#8217;s remake ambitions, leaving the impression they didn&#8217;t want to make any statement about its legality or existence. In essence, the remake effort had been allowed to live in the shadows, out of sight and out of mind.</p>
<p>In 2007, lamaslany contacted Bethesda Softworks directly about &#8220;the legal question&#8221;. Forced to comment, they said what they had to say&#8211; that it was unauthorized. The announcement of this on the forums in May forced the community to search for a new identity.&#8221;</p>
<p>Now I am happy to say that we have a great story and lore in the works.</p>
<p>[1] <a href="http://dungeonhack.sourceforge.net/DungeonHack:Community_Portal#Community_History" rel="nofollow">http://dungeonhack.sourceforge.net/DungeonHack:Community_Portal#Community_History</a></p>
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		<title>Comment on JPEG 2000 for Pascal by Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/projects/jpeg2000-for-pascal/comment-page-1/#comment-205</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Fri, 25 Sep 2009 11:38:01 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=59#comment-205</guid>
		<description>Thanks. Btw, Viu 2 image viewer looks very nice.</description>
		<content:encoded><![CDATA[<p>Thanks. Btw, Viu 2 image viewer looks very nice.</p>
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		<title>Comment on JPEG 2000 for Pascal by Qin Hao</title>
		<link>http://galfar.vevb.net/wp/projects/jpeg2000-for-pascal/comment-page-1/#comment-201</link>
		<dc:creator>Qin Hao</dc:creator>
		<pubDate>Thu, 24 Sep 2009 08:36:29 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=59#comment-201</guid>
		<description>You are great, man!</description>
		<content:encoded><![CDATA[<p>You are great, man!</p>
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		<title>Comment on DirectX 11: GPUs and headers by Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/2009/09/directx-11/comment-page-1/#comment-198</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Tue, 22 Sep 2009 11:25:38 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?p=592#comment-198</guid>
		<description>I fully agree with you about the benefits of fast dev cycle in Delphi. I still vividly remember working on quite large (5MB of code) C++ project and those long waits for the compiler (some years ago with single core CPU and 256MB memory). Sometimes it could really disrupt my concentration on the problem I was solving.

I tried compiling your headers with FPC and identified few issues there. Are you or anyone you know working on getting the headers working with FPC at the moment? Maybe I could help here.</description>
		<content:encoded><![CDATA[<p>I fully agree with you about the benefits of fast dev cycle in Delphi. I still vividly remember working on quite large (5MB of code) C++ project and those long waits for the compiler (some years ago with single core CPU and 256MB memory). Sometimes it could really disrupt my concentration on the problem I was solving.</p>
<p>I tried compiling your headers with FPC and identified few issues there. Are you or anyone you know working on getting the headers working with FPC at the moment? Maybe I could help here.</p>
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		<title>Comment on DirectX 11: GPUs and headers by John Bladen</title>
		<link>http://galfar.vevb.net/wp/2009/09/directx-11/comment-page-1/#comment-195</link>
		<dc:creator>John Bladen</dc:creator>
		<pubDate>Mon, 21 Sep 2009 05:53:38 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?p=592#comment-195</guid>
		<description>Thanks Marek. I want to help keep Delphi up to date with the latest developments such as DirectX. I have very limited time, but I can do the C++ to Delphi translations quite quickly. (With the Direct3D 11 translations, the main delay was that Microsoft hadn&#039;t finished their bit! - see my blog for a workaround).

Delphi is a very excellent language and development environment. In particular, it enables small teams (e.g. 1 person) to match or outperform huge teams. I love the quick development cycle - from code change to running application in practically zero time. It means that you can work very fast, and I believe that it is vital if you are going to produce quality code. When working with C++ or VB.Net I truly spend over half my working day waiting for the compiler.

Regarding Direct3D, like you I have piles of graphics cards! But I need the computer shaders in Direct3D 11, so I&#039;ll be shopping soon.

So far I&#039;ve been impressed with Direct3D 11. All my tests and code conversions have worked pretty much first time. We skipped Direct3D 10 because it didn&#039;t offer us anything more than Direct3D 9 and the code conversion was difficult for our large code base. The Direct3D 11 API is similar to Direct3D 10 but is tidier, and also adds many new features.

JB.</description>
		<content:encoded><![CDATA[<p>Thanks Marek. I want to help keep Delphi up to date with the latest developments such as DirectX. I have very limited time, but I can do the C++ to Delphi translations quite quickly. (With the Direct3D 11 translations, the main delay was that Microsoft hadn&#8217;t finished their bit! &#8211; see my blog for a workaround).</p>
<p>Delphi is a very excellent language and development environment. In particular, it enables small teams (e.g. 1 person) to match or outperform huge teams. I love the quick development cycle &#8211; from code change to running application in practically zero time. It means that you can work very fast, and I believe that it is vital if you are going to produce quality code. When working with C++ or VB.Net I truly spend over half my working day waiting for the compiler.</p>
<p>Regarding Direct3D, like you I have piles of graphics cards! But I need the computer shaders in Direct3D 11, so I&#8217;ll be shopping soon.</p>
<p>So far I&#8217;ve been impressed with Direct3D 11. All my tests and code conversions have worked pretty much first time. We skipped Direct3D 10 because it didn&#8217;t offer us anything more than Direct3D 9 and the code conversion was difficult for our large code base. The Direct3D 11 API is similar to Direct3D 10 but is tidier, and also adds many new features.</p>
<p>JB.</p>
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		<title>Comment on Block Compression, DXTC, And Imaging by Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/2009/08/block-compression-dxtc-and-imaging/comment-page-1/#comment-145</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Fri, 11 Sep 2009 13:47:30 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?p=564#comment-145</guid>
		<description>Well, ATI&#039;s compressor is very good too. But yea, testing one image doesn&#039;t really say anything. 
I&#039;ll be creating some automated tool for quality comparisons of batches of images for Imaging later, so this should give more interesting results.
There are also some tests of DXT compressors in &quot;Real-Time DXT Compression&quot; paper (link is in the article).</description>
		<content:encoded><![CDATA[<p>Well, ATI&#8217;s compressor is very good too. But yea, testing one image doesn&#8217;t really say anything.<br />
I&#8217;ll be creating some automated tool for quality comparisons of batches of images for Imaging later, so this should give more interesting results.<br />
There are also some tests of DXT compressors in &#8220;Real-Time DXT Compression&#8221; paper (link is in the article).</p>
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		<title>Comment on Block Compression, DXTC, And Imaging by JernejL</title>
		<link>http://galfar.vevb.net/wp/2009/08/block-compression-dxtc-and-imaging/comment-page-1/#comment-144</link>
		<dc:creator>JernejL</dc:creator>
		<pubDate>Fri, 11 Sep 2009 07:42:40 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?p=564#comment-144</guid>
		<description>Interesting that ATI&#039;s compressor beats squish, have you tried with different patterns? it could be that some algorythms favor the gradients, so it should be tested with more patterns.</description>
		<content:encoded><![CDATA[<p>Interesting that ATI&#8217;s compressor beats squish, have you tried with different patterns? it could be that some algorythms favor the gradients, so it should be tested with more patterns.</p>
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		<title>Comment on JPEG 2000 for Pascal by JPEG 2000 for Object Pascal-Delphi and FreePascal &#171; PDF Hacks</title>
		<link>http://galfar.vevb.net/wp/projects/jpeg2000-for-pascal/comment-page-1/#comment-143</link>
		<dc:creator>JPEG 2000 for Object Pascal-Delphi and FreePascal &#171; PDF Hacks</dc:creator>
		<pubDate>Wed, 09 Sep 2009 18:59:52 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=59#comment-143</guid>
		<description>[...] visit here to download the last [...]</description>
		<content:encoded><![CDATA[<p>[...] visit here to download the last [...]</p>
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		<title>Comment on Daggerfall for Free! by Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/2009/07/daggerfall-for-free/comment-page-1/#comment-95</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Wed, 26 Aug 2009 14:47:10 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?p=554#comment-95</guid>
		<description>Hi, I&#039;m familiar with DungeonHack :)
I was following it&#039;s progress on old Interkarma&#039;s forums, but lost track of it when they went offline. 
Good news that it is still under development, good luck with that guys!

I&#039;m courious what legal issues were there with the original DugeonHack&#039;s concept?</description>
		<content:encoded><![CDATA[<p>Hi, I&#8217;m familiar with DungeonHack <img src='http://galfar.vevb.net/wp/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
I was following it&#8217;s progress on old Interkarma&#8217;s forums, but lost track of it when they went offline.<br />
Good news that it is still under development, good luck with that guys!</p>
<p>I&#8217;m courious what legal issues were there with the original DugeonHack&#8217;s concept?</p>
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		<title>Comment on Daggerfall for Free! by Archwyrm</title>
		<link>http://galfar.vevb.net/wp/2009/07/daggerfall-for-free/comment-page-1/#comment-94</link>
		<dc:creator>Archwyrm</dc:creator>
		<pubDate>Tue, 25 Aug 2009 20:32:20 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?p=554#comment-94</guid>
		<description>Hi, I stumbled on this article from a Google search just now. I thought you might be interested to know about the DungeonHack project, which grew out of the Daggerfall Workshop and was once intended to recreate Daggerfall (halted by legal issues). Today, we are creating an original open source RPG with many things inspired from Daggerfall and TES, namely a very large world, the use of procedural generation, open ended gameplay, etc.. We are even still using Robert Hood&#039;s awesome arrangements.

http://dungeonhack.sourceforge.net

Also, upon poking around the site here a bit, I noticed that you are interested in 3D terrain. Our terrain is not nearly as fancy, but it does have the advantage of being created on the fly, and like in Daggerfall you can walk in one direction endlessly until you get bored or reach some destination (though we haven&#039;t bothered to add any far away destinations yet).</description>
		<content:encoded><![CDATA[<p>Hi, I stumbled on this article from a Google search just now. I thought you might be interested to know about the DungeonHack project, which grew out of the Daggerfall Workshop and was once intended to recreate Daggerfall (halted by legal issues). Today, we are creating an original open source RPG with many things inspired from Daggerfall and TES, namely a very large world, the use of procedural generation, open ended gameplay, etc.. We are even still using Robert Hood&#8217;s awesome arrangements.</p>
<p><a href="http://dungeonhack.sourceforge.net" rel="nofollow">http://dungeonhack.sourceforge.net</a></p>
<p>Also, upon poking around the site here a bit, I noticed that you are interested in 3D terrain. Our terrain is not nearly as fancy, but it does have the advantage of being created on the fly, and like in Daggerfall you can walk in one direction endlessly until you get bored or reach some destination (though we haven&#8217;t bothered to add any far away destinations yet).</p>
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		<title>Comment on JPEG 2000 for Pascal by Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/projects/jpeg2000-for-pascal/comment-page-1/#comment-68</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Fri, 14 Aug 2009 15:27:14 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=59#comment-68</guid>
		<description>Sorry don&#039;t know about any free crossplatfrom native Pascal JPEG lossless library. Either paid, dll/binary linking, or something like that.</description>
		<content:encoded><![CDATA[<p>Sorry don&#8217;t know about any free crossplatfrom native Pascal JPEG lossless library. Either paid, dll/binary linking, or something like that.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on JPEG 2000 for Pascal by Serge</title>
		<link>http://galfar.vevb.net/wp/projects/jpeg2000-for-pascal/comment-page-1/#comment-61</link>
		<dc:creator>Serge</dc:creator>
		<pubDate>Thu, 06 Aug 2009 13:45:17 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=59#comment-61</guid>
		<description>Hi, guys, thank you for your work. I&#039;m using JPEG 2000 for Pascal
 in my DICOM component, the first test shows that it works great. 
Thanks. Did you meet a Jpeg Lossless software for delphi translated?</description>
		<content:encoded><![CDATA[<p>Hi, guys, thank you for your work. I&#8217;m using JPEG 2000 for Pascal<br />
 in my DICOM component, the first test shows that it works great.<br />
Thanks. Did you meet a Jpeg Lossless software for delphi translated?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Terrain Rendering by Marek Mauder</title>
		<link>http://galfar.vevb.net/wp/projects/terrain-rendering/comment-page-1/#comment-60</link>
		<dc:creator>Marek Mauder</dc:creator>
		<pubDate>Thu, 06 Aug 2009 12:33:41 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=398#comment-60</guid>
		<description>Looks like directory structure of their server has changed, I fixed URL in the article to point to the new location.</description>
		<content:encoded><![CDATA[<p>Looks like directory structure of their server has changed, I fixed URL in the article to point to the new location.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Terrain Rendering by vivek kumar sharma</title>
		<link>http://galfar.vevb.net/wp/projects/terrain-rendering/comment-page-1/#comment-59</link>
		<dc:creator>vivek kumar sharma</dc:creator>
		<pubDate>Thu, 06 Aug 2009 07:35:16 +0000</pubDate>
		<guid isPermaLink="false">http://galfar.vevb.net/wp/?page_id=398#comment-59</guid>
		<description>a nice work. but here is a link for original C implementation. on clicking it results in URL not found. Please send me the link for original C implementation.

thanks
regards
vivek</description>
		<content:encoded><![CDATA[<p>a nice work. but here is a link for original C implementation. on clicking it results in URL not found. Please send me the link for original C implementation.</p>
<p>thanks<br />
regards<br />
vivek</p>
]]></content:encoded>
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