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In general, the way that shadow maps are supposed to work is not by combining a screen-space shadow texture with a rendered texture. In that case you will always get awkward artifacts at boundaries between fully-lit areas and fully-shadow areas that have similar z-values. These are the areas where you're sampling at a boundary in the shadow map. The ...


i'm the author of the benchmarks spreadsheet. The algorithms i used for benchmarking are from a set of opensource compiler benchmarking code from Adobe themselves. I also runned some of the netlib benchmark algorithms. Blog post : Sources :


Rendering speed for 3D FlasCC games/apps is likely to be similar to C++ apps for obvious reasons - the actual rendering takes place on the GPU. Flash includes a cross-platfrom shader language (AGAL) to describe GPU kernels (programs run per pixel on the GPU). For CPU/computing speeds however, my tests have shown that the Alchemy toolkit at its best reaches ...


Your algorithm looks fine, I'd do it like that myself. The only thing I'd change is points 2 and 5 - you don't need to build a collection of valid nodes and check if current position is in the collection. You're only interested in being close enough to the target. I'd drop point 2 and replace point 5 with "check if current node is within the radius". It's a ...


altering the code you've pasted in Shader Toy I've reached something acceptable: #ifdef GL_ES precision highp float; #endif uniform vec2 resolution; uniform float time; uniform sampler2D tex0; uniform sampler2D tex1; uniform sampler2D tex2; uniform sampler2D tex3; void main(void) { vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy; vec2 uv; ...


You could take a look how to do Stage3D without framework It is definitely easier to use framework, at least for me.

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