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.
Posts Tagged stage3d
Since Flash Player 11’s new Stage3D
allows us to utilize hardware-acceleration for 3D graphics, that entails a whole new set of performance we need to consider. Today’s article discusses the performance of uploading data from system memory (RAM) to video memory (VRAM), such as when you upload textures, vertex buffers, and index buffers. Is it faster to upload to one type rather than another? Is it faster to upload from a Vector
, a ByteArray
, or a BitmapData
? Is there a significant speedup when using software rendering so that VRAM is the same as RAM? Find out the answers to all of these questions below.
Flash 11’s new Stage3D
enables us to make amazing 3D games and applications in Flash. It also burdens us with two forms of memory: the system memory (RAM) we’re used to and the video card’s memory (VRAM) that stores objects like textures, buffers, and shaders. In order to not use more VRAM than the player’s video card has, we must know how much VRAM they have. Unfortunately, the Stage3D
API does not provide us with this information. Today’s article provides a workaround function that allows you to quickly test your players’ VRAM. UPDATED to fix some bugs in the test
Flash 11’s new Stage3D
API gives us hardware-accelerated 3D graphics, which is a major jump forward for Flash-based games and simulations. Along with this comes some added responsibility: we must now care about our users’ graphics cards. Today’s article features a simple benchmarking application that you can run to get a basic idea of how Stage3D
is performing on a certain computer. Read on for the benchmarking app!
At long last, Flash Player 11 has been released and carries with it a raft of exciting new features. Perhaps most exciting is the inclusion of the new Stage3D
class (and related libraries) to enable GPU-accelerated graphics rendering. Today’s article will be the first to cover this new API and discusses one of its features: reading back the rendered scene into a BitmapData
that you can put on the regular Stage
. Surely this will be a popular operation for merging 3D and 2D, so let’s see how fast it is!