Archive for December, 2012

Handling Stage3D Context Loss

Context loss with Stage3D is real and will instantly take down your 3D scene. It’s an unavoidable problem, but one that many programmers still don’t handle gracefully. How does it occur? Why does it matter? How can you handle it so your app continues to function well? Today’s article explores the topic of Stage3D context loss so you can keep your 3D scene alive and well.

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Preloading Bitmap Decompression

Since they were introduced way back in Flash Player 8, bitmaps have become a core feature in almost all Flash apps. The way you handle them—creation, operations, and destroying—is one of the most important factors determining your app’s performance. Today’s article shows one little-known trick to help out the performance of loading and using bitmaps.

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Three Interesting Discoveries

Today’s article is about three totally unrelated discoveries I’ve recently made in AS3. These answer three questions I’ve recently had. Should you cache the object you’re looping over with a for-each loop as a local variable? Can you clear a Dictionary or Object with a for-in loop? Is it faster to write your own version of Vector.indexOf? All of these questions are answered in today’s article!

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System RAM and VRAM Explained

I’ve mentioned the concept of VRAM (video memory) in a few articles, but I still find constant confusion among readers of this site as well as coworkers and colleagues in day-to-day work with Stage3D. Today’s article will hopefully clear up the differences, dispel some myths, and help you make the best use of both of them.

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Using ATF Is Harder Than You Might Think

Using Adobe’s new compressed texture format should be as simple as replacing some PNG and JPEG images with ATFs their tools created, but it’s not. If you don’t know what you’re doing, the process can be pretty confusing. Today’s article walks you through the steps to upgrade a Stage3D-using app to make use of ATF textures.

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