Posts Tagged draw call

Stage3D Draw Calls: Part 3

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So far we’ve seen how to use Stage3D to get massively increase performance with hardware acceleration, but that performance has come at a cost: we must use the same texture for each object we’re drawing. Today we’ll smash that requirement without losing an ounce of performance!

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Stage3D Draw Calls: Part 2

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Today’s article shows you how to get great performance with a ton of sprites by reducing your Stage3D draw calls. As we saw last time, Stage3D performance is not guaranteed to be good and falls significantly below normal 2D Stage performance even on expensive tasks like scaling and rotating Bitmap objects as well as redraw regions covering the whole stage. Today we’ll show how to overcome those performance problems and beat the tar out of the 2D Stage.

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Stage3D Draw Calls: Part 1

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There’s no doubt that Flash 11’s new Stage3D API can produce some amazing results by giving us access to the power of the user’s video card/GPU. However, it’d be a mistake to blindly assume that it is always faster than the traditional Flash display list (i.e. Stage). Today’s article begins a series that discusses the topic of “draw calls” and how they heavily impact the performance of your application.

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Simple Stage3D Benchmark

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Flash 11’s new Stage3D API gives us hardware-accelerated 3D graphics, which is a major jump forward for Flash-based games and simulations. Along with this comes some added responsibility: we must now care about our users’ graphics cards. Today’s article features a simple benchmarking application that you can run to get a basic idea of how Stage3D is performing on a certain computer. Read on for the benchmarking app!

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