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 >>>> >>> >
