I would suggest you strongly  reading this  :
http://www.arcsynthesis.org/gltut/
And buy this book : OpenGL SuperBible 5 edtition

OpenGL modern shader based pipeline very resembles ( in fact ,conversely
Molehill API resembles OpenGL pipeline .Of course the are much less option
you have in Molehill than in OpenGL .But many techniques are pretty same.

After you read it You will be able to write pure Molehill pretty easily .Now
for the shader programs it is little more complex.Because AGAL uses opcodes
which are kinda Assembly. But if you are going to create shader programs
using PicelBender3D then studying GLSL(OpenGL shader language) can help you
much understanding how to write shaders.In fact OpenGL SuperBible covers it
very well.

On Tue, May 17, 2011 at 11:15 AM, Clark Stevenson <[email protected]>wrote:

>
> Hey guys.
>
> This question isnt about Away3d, but i know you guys are on the ball if
> your building a complete 3d engine in Molehill.
>
> So there must be more like minded minds!
>
> Here is how i feel.  One morning, all Flash Developers went to sleep, and
> they woke up that morning, grabbed the incubator build and started writing
> crazy GPU based shaders, 3d engines, and so on and so on.
>
> I woke up that morning, and i had missed the boat.
>
> I dont understand Molehill in any way, i never understood Pixel Bender 1 (i
> tried for a long long time on this), now Pixel Bender 3D is here.  It seems
> like everyones at the party but me.
>
> Can i ask you guys to rewind a little, and tell me how you went from some
> basic 2D transformations matrixs in Flash, to fully blown Vertex and
> Fragment shader developers seemingly overnight???  This obviously doesnt
> apply to the Away3D team, since for years you have completely overshadowed
> my knowledge. But none the less, it seems that everyone has some idea on how
> to use all of this new technology apart from me.
>
> Dont get me wrong, im still playing Broomstick, but i want to know more!
>
> Is there any specific area in Computing i should be looking at?  I mean, do
> i need to get a book dedicated to Shaders in DirectX (and start learning
> there) or is that completely unrelated to Pixel Bender? Or should i be
> studying image processing techniques or is that just one of the many things
> that shaders do?   Should i be studying color theory to tryu to get a grip
> of color values (properly and in depth), or should i simply download
> blender, or 3Ds max, and start my journey there understanding lighting,
> materials...... Or maybe i should begin in the maths world with 3D Matrixs.
>
>
> Can anyone offer advice on some place i can begin to understand these new
> technologies from any entry point? Anything unrelated but of some value is
> great, i just dont know where to begin.
>
> Thanks for reading,
>
>
>
>


-- 
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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