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]
