My article Stage3D Pipeline in a Nutshell is a conceptual journey through the phases of the 3D pipeline, but today I’m going to talk about the practical side. What code do you write if you want to transform points and vectors from one space to another? This article will show you how to do that.
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Now that we know how to use textures with an alpha channel in rendering Stage3D scenes, let’s see if we can cut the performance cost so we can use them more often. Today’s article will show some tricks to optimize your rendering loop.