Tomsamson, when you say these are 'bugs to report', is that a suggestion for someone else to report them, or are you saying that you're going to report it?
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Tomsamson, when you say these are 'bugs to report', is that a suggestion for someone else to report them, or are you saying that you're going to report it?
I don't think this was posted yet, but it seems like you can get an update for Flex SDK 3 and start trying the new features. I'll try it when I get home
http://opensource.adobe.com/wiki/dis...Flex+SDK+3.0.x
Nice! Here's a quote that could save you some experimenting:
Quote:
I managed to get Flex Builder setup easily enough to compile SWF files for FP10, and everything is running as expected except for the fact that Flex Builder (the AS editor) doesn't recognise any of the new object properties such as .z .rotationX .rotationY .rotationZ etc, I am having to use hacky fooSprite["rotationX"]=123 markup. Is there anyway to get Flex Builder to recognise the new FP10 specific object properties?
FYI: All of the new classes are being recognised, but not the properties/methods.
i´m posting bugs i find here: http://www.adobe.com/cfusion/mmform/..._beta_feedbackQuote:
Originally Posted by VENGEANCE MX
if you find some stuff, post it there,too
Anyone who's managed to get a movie playing with hardware acceleration, could you send me a link to the webpage you viewed? I'm sure my graphics card must be supported; maybe I'm just setting up my swf incorrectly.
Imagine the Alternativa 3D Demos in Flash 10.
Oh wait...they've been made!!!!
http://blog.alternativaplatform.com/...ayer-10-astro/
A wonderfull improvement :D
well,to me this looks as if its the same demos,just that they have the high quality rendering on while walking, unlike the f9 demos where they turned to lower res while moving. while this looks better obviously still on none of my boxes there´s hardware support going on because my cpu chokes and when i move the fps is around 5-7. so yeah,still waiting on an update with more info what´s going on with hardware support there.
I just noticed the new RTMFP protocol. If I'm reading correctly, you will be able to bypass the server and have P2P communication. This could mean a huge drop in latency for any multiplayer games. It may be restricted to the new FMS for initialization, but as with AMFPHP, there is the potential for outside solutions.
Just gonna bump my question:
Can anyone link me to a page that they've managed to get running with hardware acceleration? It seems that my graphics card is listed as supported, so maybe the tests I've done were just set up incorrectly.
Oh. By chance, I bumped into this:
http://opensource.adobe.com/svn/open.../in/player/10/
Standalone players for Mac OS X, Windows and Linux. :)
Not sure if this has been posted, but here are some code examples of what can be done with the drawing API.
http://www.senocular.com/flash/tutor...h10drawingapi/
most interesting:
makes it absolute ditching with xtra math to get the texture mapping to work in 3d,- this is something I have been waiting for (although I fixed it myslef somehow). I believe that parts of this might be accelerated or will be in the future. Like now you have to work matrices inside the beginBitmapFill and inverse in some complicated ways in order to translate texture coordinates to screen polygon coordinates.PHP Code:public function drawTriangles(vertices:Vector.<Number>, indices:Vector.<int>=null, uvtData:Vector.<Number>=null, culling:String="none");
It even holds screen culling wich is nice as well- leaves out some xtra code in the rendering loop code
Is there any way to take advantage of drawTriangles when drawing to a bitmapData?
I assume that it runs faster hence the xtra boost popular engines can archive by switching to this command.
Usually 3d engines in Flash use thebut lots of other sutff like the culling determination and matrix compution takes some xtra functions or classes- this now would be all managed within 1 line of code.PHP Code:beginBitmapFill(textureBitmap,reversedMatrix,1);
moveTo(A.x,A.y);
lineTo(B.x,B.y);
lineTo(C.x,C.y);
endFill();
The use of windings makes me wonder if there might be the ability to do at least some rudimentary CSG?
Great link, can't wait to play with it. Even without GPU acceleration, having a good software implementation of perspective transformation is going to make 3D in flash look so much cleaner (and probably faster). No more dropouts between triangles, at least :)Quote:
Originally Posted by ihoss.com
The winding number business looks like OpenGL - just used for 2D filling conventions.
http://www.songho.ca/opengl/gl_tessellation.html
:mad: I don't think I have a single machine with a DX9 card.Quote:
You will need at least a DirectX 9 class card.
you get one with every vista computer :shhh:Quote:
Originally Posted by rachil0
I'm still using an XP-a-saurus for my work machine :crazy: A vista machine won't be handed down into my arcade chassis for another who knows how long.Quote:
Originally Posted by renderhjs
vista is a desaster- (I hope for a new NT generation, instead of the consumer crap)
just implying that sadly each new computer comes with Vista and because of vista also with a heavy GFX card