To draw with Flash Player 11’s Stage3D
API, you must set up the state of various GPU resources before finally calling drawTriangles
. Inevitably, you’ll end up calling drawTriangles
multiple times during a single frame to draw your characters, terrain, sky, and so forth. In between these calls you will change the GPU’s state by calling Context3D
‘s set*
functions. This article will show you which of these functions can literally cut your app’s performance in half.
Posts Tagged stage3d
So far we’ve seen how to use Stage3D
to get massively increase performance with hardware acceleration, but that performance has come at a cost: we must use the same texture for each object we’re drawing. Today we’ll smash that requirement without losing an ounce of performance!
Today’s article shows you how to get great performance with a ton of sprites by reducing your Stage3D
draw calls. As we saw last time, Stage3D
performance is not guaranteed to be good and falls significantly below normal 2D Stage
performance even on expensive tasks like scaling and rotating Bitmap
objects as well as redraw regions covering the whole stage. Today we’ll show how to overcome those performance problems and beat the tar out of the 2D Stage
.
There’s no doubt that Flash 11’s new Stage3D
API can produce some amazing results by giving us access to the power of the user’s video card/GPU. However, it’d be a mistake to blindly assume that it is always faster than the traditional Flash display list (i.e. Stage
). Today’s article begins a series that discusses the topic of “draw calls” and how they heavily impact the performance of your application.
Along with Flash Player 11’s new Stage3D
class have come hardware-accelerated 2D rendering engines. Impressive results have already been demonstrated by advanced engines like Starling and ND2D. Today’s article shows a simple Stage3D
-based sprite class to help learn more about how these engines are implemented and provides a simplified alternative to the more complex 2D engines that still delivers hardware-accelerated performance.
It’s a new year and it’s time to make some New Years resolutions for Flash performance. Today’s article is a collection of what i consider 10 top tips for improving the performance of your Flash apps. Read on for the list!
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.
To continue the series on Flash 11 Stage3D
shader programming, this week we’ll take a look at the data types your shader has available and finally dive into some actual AGAL assembly syntax.
Flash 11’s new Stage3D
class introduces a whole new kind of bytecode to Flash: AGAL. Today I’m beginning a series of articles to talk about what AGAL is in the first place, how you can generate its bytecode and, more generally, how these wacky shaders work. Read on for the first article in the series and learn the basics of AGAL.
There are many fine 3D frameworks for the new hardware-accelerated Stage3D
class in Flash 11 that are loaded with features. But, if you just want to get some simple 3D up and running or would just prefer to do things yourself, today’s article shows you a simple 3D camera that you can use to view your 3D scenes and models. Read on for the source code and a demo app.