Looks like you compile with "pb3dutil.exe" I've not tried compiling anything with it yet though.
Params from dos: pb3dutil [input vertex lernel file name] [output file name] [input material kernel file name] [material vertex output file name] I'm guessing write your stuff up in an editor of your choice and compile via dos. Possible suggestion when molehill and pb3d is released Away 4.x can have a selection of pb3d extensions which we can include when needed. or something along those lines. D On 22 March 2011 07:13, Michael Iv <[email protected]> wrote: > 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] > >
