Hot answers tagged stage3d
3
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 ...
1
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 ...
1
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;
...
1
You could take a look how to do Stage3D without framework
http://www.packtpub.com/adobe-flash11-stage3d-molehill-game-programming-beginners-guide/book#overview
It is definitely easier to use framework, at least for me.
1
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 : http://www.heliereric.com/fr/article/adobe-alchemy-benchmarks
Sources : https://github.com/ricovitch/FlasCC-Benchmarks
1
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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