Yeah Darcey ,that is what I think too.But the problem is that the util
console doesn't open.I mean it opens ,write some error and shuts down
immediately .

On Tue, Mar 22, 2011 at 10:01 AM, Darcey Lloyd <[email protected]>wrote:

> 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]
>>
>>
>


-- 
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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