Posts Tagged agal

Simple 2D With Stage3D

Along with Flash Player 11′s new Stage3D class have come hardware-accelerated 2D rendering engines. Impressive results have already been demonstrated by advanced engines like Starling and ND2D. Today’s article shows a simple Stage3D-based sprite class to help learn more about how these engines are implemented and provides a simplified alternative to the more complex 2D engines that still delivers hardware-accelerated performance.

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Introduction to AGAL: Part 3

Continuing from last time, in today’s article we’ll discuss the process of building and using basic shaders. This forms the basis of all Flash 11 Stage3D engines, so you’ll be learning how hardware-accelerated 3D shaders are built from the ground up.

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Introduction to AGAL: Part 2

To continue the series on Flash 11 Stage3D shader programming, this week we’ll take a look at the data types your shader has available and finally dive into some actual AGAL assembly syntax.

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Introduction to AGAL: Part 1

Flash 11′s new Stage3D class introduces a whole new kind of bytecode to Flash: AGAL. Today I’m beginning a series of articles to talk about what AGAL is in the first place, how you can generate its bytecode and, more generally, how these wacky shaders work. Read on for the first article in the series and learn the basics of AGAL.

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Stage3D AGAL Instruction Speed

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.

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