Thanks Rob! Glad to hear it. I take it I would have to implement the ShadingMethodBase subclass as a fragment shader and not a vertex shader?
I'll poke around there and ask any further questions in the support forum. Best, --Ross On Tue, Jun 28, 2011 at 9:27 AM, Rob Bateman <[email protected]> wrote: > fancy GPGPL madness is entirely possible with the Away3D framework as it > currently, is, however the necessary code needs to be wrapped in a custom > shader method class for it to be accessible to Away3D's shader compiler. > Later, we hope to add native support for things like PB3D although there are > currently no plans to create our own shading language (as we feel there are > enough of those as it is!). When constructing a custom shader class, there > are a number of useful utilities methods that can be used to simplify what > can quickly be a tangled mess of AGAL-based register references. Check out > some of the pre-built shader method classes if you are interested > > cheers > > Rob > > > > > On Mon, Jun 27, 2011 at 3:49 PM, Michael Iv <[email protected]> wrote: > >> Like Flare3D FLSL ;)) >> >> See this : >> >> >> http://blog.alladvanced.net/2011/06/25/flare3d-introduces-flsl-flare3d-shading-language/ >> >> >> On Mon, Jun 27, 2011 at 4:42 PM, Li <[email protected]> wrote: >> >>> Hey Ross, >>> >>> Not at the moment. Some of us are working on this kind of stuff though so >>> it should be possible in the future. >>> Please use the forum for future comms. >>> >>> Cheers, >>> li >>> >>> >> >> >> -- >> Michael Ivanov ,Senior Programmer >> Neurotech Solutions Ltd. >> www.neurotechresearch.com >> http://blog.alladvanced.net >> Tel:054-4962254 >> [email protected] >> [email protected] >> >> > > > -- > Rob Bateman > Flash Development & Consultancy > > [email protected] > www.infiniteturtles.co.uk > www.away3d.com > -- Ross Smith [email protected]
