Posts Tagged fragment

Introduction to AGAL: Part 3

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Continuing from last time, in today’s article we’ll discuss the process of building and using basic shaders. This forms the basis of all Flash 11 Stage3D engines, so you’ll be learning how hardware-accelerated 3D shaders are built from the ground up.

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Stage3D AGAL Instruction Speed

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Flash Player 11’s new Stage3D hardware-accelerated graphics API not only allows you to write shaders (custom code to position vertices and color pixels), it downright requires you to do so. To get the lowest level access (and therefore most power) out of your shaders, you write them in an assembly language called AGAL. Read on for a test app that compares the speed of these shader instructions, the fundamental building blocks of all Stage3D apps.

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