Oh, and by the way, the aim is to support also opengl ES 1.0 . The whole
hardware api is abstracted (even shaders) so it's easy to work with
different api's . We will have to work, though, to have the same result
across the different flavors.

Cheers
Cauê

2010/10/7 Cauê Waneck <[email protected]>

> I don't think NME2 has support for flash's drawGraphicsData, or flash's
> Utils3d.projectVectors , etc. But still, when dealing with real 3d, by far
> the best way to achieve it would be by supporting opengl / directx directly.
>
> Since we already are working to support webgl, which gives us raw access to
> opengl es 2.0 directly, what we are aiming to do is to really drop nme2 use
> and have a totally rewritten hardware-driven flash9 lib for those targets.
>
> Cheers!
> Cauê
>
> 2010/10/7 Joshua Granick <[email protected]>
>
> CPP support for away3Dlite would be awesome ... especially (of course) if
>> it could use OpenGL ES for 3D acceleration, but perhaps that's just wishful
>> thinking ;)
>>
>> I looked into trying to use it for a mobile app a couple weeks ago, but it
>> seemed that it was failing because of Flash 10 vectors. Do you think that
>> these just need to be switched to typed arrays in order to work in CPP, or
>> might there be further work necessary to work in both platforms?
>>
>>
>>
>> On Thu, 07 Oct 2010 06:47:01 -0700, Cauê Waneck <[email protected]> wrote:
>>
>>  Hello Gil! How are you?
>>>
>>> As of now, the main bottleneck for away3dlite is by far flash's drawing
>>> api.
>>> I've tried many flash.Memory setups, but the performance achievement was
>>> negligible, only rendering the code much less maintainable.
>>> For now, away3dlite-hx doesn't have any performance losses nor gains in
>>> regard to as3's. I think that the main benefit of using haXe right now is
>>> that we are working to get it to work with js (webgl) and cpp (opengl es
>>> :
>>> iphone, desktop, android, and many other possibilites).
>>>
>>> When you see all those performance improvements in haXe on flash, it's
>>> when
>>> the actual data structure is the bottleneck, e.g. with that crazy
>>> particles
>>> demo. As you may know, for the next player release, some major
>>> improvements
>>> <http://www.bytearray.org/?p=1836>for 3d is expected. HaXe optimizations
>>>
>>> will then be able to play a major role on that, and a full cross-target
>>> engine release can be expected ; )
>>>
>>> I hopoe I could help
>>> Cheers
>>> Cauê
>>>
>>> 2010/10/6 Gil Matos <[email protected]>
>>>
>>>  sorry, just to ask, if you are starting a project right now, is it
>>>> worthy to make it in haxe, are the speed improvements that come with
>>>> using flash.memory coming soon? thanks
>>>>
>>>
>

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