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]
>
>

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