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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 :


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.


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 ...

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