Thanks for the info Darcey! I just wonder why they have released it at all
if that is the state of things....

On Tue, Mar 22, 2011 at 10:06 AM, Darcey Lloyd <[email protected]>wrote:

> I just checked the adobe forums, appears it's not working. XP don't run it
> at all and another complaining it doesn't run on a mac. I think we might
> have to wait a while for this.
>
> D
>
>
>
> On 22 March 2011 08:04, Michael Iv <[email protected]> wrote:
>
>> 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]
>>
>>
>


-- 
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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