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]

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