In fact ,if you guys are familiar with the new OpenGL 3x (non fixed ) pipeline which is solely based on shader programming ,you will find it very much similar to how Molehill works.Of course you are right saying that the Molehill doesn't have all the OpenGL functionality (it hardly has a fracture of it).But because you have got the ability to manipulate buffers data and draw the stuff based on frag/vertex programs it means you can do pretty everything you can dream of.The only real impediment is all those nasty opcodes(unlike GLSL ) .But I personally believe that PixelBender3D will come to rescue in this case.
BTW anybody succeeded to compile anything with the beta release of PB3D? I downloaded the pack.There is a command line exe in there with several DLLs and no proper docs what to do with it except of compile commands.Are we supposed to write the program in PB2.5 IDE and then compile with the command line Utility? On Tue, Mar 22, 2011 at 1:21 AM, Brian Bosak <[email protected]>wrote: > Or you could write a virtual OpenGL wrapper for Molehill. Wouldn't be too > difficult actually. > > -----Original Message----- From: Arkadianen > Sent: Monday, March 21, 2011 6:05 PM > > To: Away3D.dev > Subject: [away3d] Re: Away3D 4.x - GPU Access > > Flash doesnt have the purpose to transit OpenGL functions. But if you > need some specific functions you can discuss them with Adobe team. > YOu can create a separated topic and in future releases they will be > implemented. > > On Mar 20, 5:47 pm, "Brian Bosak" <[email protected]> wrote: > >> Yeah. Currently Molehill doesn't support all of the functionality I was >> expecting, so I'm transitioning my project over to native OpenGL. Flash >> just >> isn't quite ready yet, and there's no standard way to even capture the >> mouse >> cursor, or set the screen resolution. >> >> >> >> -----Original Message----- >> From: Arkadianen >> Sent: Sunday, March 20, 2011 10:18 AM >> To: Away3D.dev >> Subject: [away3d] Re: Away3D 4.x - GPU Access >> >> So latest GPU cards supports even C++ >> But we cant use all of its possibilities in Flash, we can use only >> methods of ActionScript which use GPU. >> I think in future Flash will evolve to larger use of GPU >> >> On Mar 20, 1:05 am, Michael Iv <[email protected]> wrote: >> > And here is more detailed info: >> >> >http://www.nvidia.com/object/GPU_Computing.html >> >> > On Sun, Mar 20, 2011 at 12:39 AM, Michael Iv <[email protected]> >> > wrote: >> > > This is faster due to the fact the modern graphic(dedicated) cards > >> > have >> > > hundreds of GPUs executing in parallel .The only issue is the bus >> > > between >> > > CPU and GPU. the transition of the data to the card and from it is > > >> what >> > > usually prevents to get the best out of this approach.But still I >> > > believe if >> > > you architecture the CPU (client side) code the right way you will > > >> gain >> > > much >> > > from it.I did not try it.I am learning PB3D now because I am not going >> > > to >> > > suffer doing such a stuff with opcodes.As I wrote today earlier > > >> "number >> > > crunching "(term to what you want to do ) was already done in PB2d >> > > .There is >> > > an article on Adobe PixelBender page describing how to send > > >> computations >> > > to >> > > PixelBender and back.Read it,I think it will be helpful .:) >> >> > > On Sun, Mar 20, 2011 at 12:28 AM, Arkadianen <[email protected]> >> > > wrote: >> >> > >> This matter is very importnat, because collision detection takes lots >> > >> of CPU. Is GPU able to calculate it faster than CPU? Maybe we could >> > >> even write shaders for path finding or other games tasks like AI ? >> > >> Did anyone try it? >> > >> Having links? >> >> > >> On Mar 19, 11:11 am, Michael Iv <[email protected]> wrote: >> > >> > I am still learning the API but here are some things I can tell you >> > >> > : >> > >> > Yes you can send the data to the gpu to be calculated . For this > >> >> > you >> > >> should write a shader program which would get input of soma data and >> > >> return >> > >> the calculated result . I think the best way to do that is via pb3d > >> >> so >> > >> you >> > >> don't have to mess around with opcodes. Also this thing was already >> > >> done >> > >> with the regular pixel bender. There is an article in pb adobe web > >> >> page >> > >> about number crunching using pb shaders. Just take a look at it .btw >> > >> , >> > >> the >> > >> industry standard physics engines like PhysX and Havok run on GPU :) >> >> > >> > Sent from my iPhone >> >> > >> > On Mar 19, 2011, at 1:34 AM, Darcey Lloyd <[email protected]> >> > >> wrote: >> >> > >> > > I have just been wandering through some gpu collision detection >> > >> articles and was wondering: >> >> > >> > > Q1). Is there any way to access the GPU for collision detection >> > >> queries, freeing the CPU from testing? Or when we do a comparison >> > >> between >> > >> two vertices does molehill automatically get the GPU to do this? Is >> > >> this >> > >> possible via stage3D / Context3D? >> >> > >> > > Q2). How much access do we have to the GPU? >> >> > >> > > Q3). Would it be possible to have more access to GPU > >> > > >> functionality >> > >> > > via >> > >> pbj objects (Pixelbender)? >> >> > >> > > D >> >> > > -- >> > > Michael Ivanov ,Programmer >> > > Neurotech Solutions Ltd. >> > > Flex|Air |3D|Unity| >> > >www.neurotechresearch.com >> > >http://blog.alladvanced.net >> > > Tel:054-4962254 >> > > [email protected] >> > > [email protected] >> >> > -- >> > Michael Ivanov ,Programmer >> > Neurotech Solutions Ltd. >> > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net >> > Tel:054-4962254 >> > [email protected] >> > [email protected] >> > > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 [email protected] [email protected]
