Stage3D is hugely powerful, but with that power comes a very new and very complicated requirement for many programmers: shaders. Shaders are tiny programs that run on the GPU and are hugely limited compared to fancy CPU-side languages like AS3. For many programmers new to shaders these things are truly mind-bending. They’re even split into two parts: vertex and fragment shaders. Today’s article focuses on the two kinds of inputs to vertex shaders and seeks to explain them and clear up some of the confusion.
Posts Tagged context3d
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.