flash.display.Graphics style extension for the Starling Flash GPU rendering framework
Latest commit 6906560 Dec 2, 2016 @IonSwitz IonSwitz committed on GitHub Adding Starling Graphics 2.0 directory
Thanks to hard with by @pautus , we now have an initial version of the Starling Graphics for Starling 2.0
Failed to load latest commit information.
examples Fix for #131 Added a new field 'premultipledAlpha' on the IMaterial i… Apr 19, 2015
extension2.0/src/starling/display Adding Starling Graphics 2.0 directory Dec 2, 2016
tests/01_Bounds_Test BoundsExample -> BoundsTest Jul 2, 2013
.gitignore .flexLibProperties file added Oct 17, 2012
LICENSE.md LICENSE.md update Aug 12, 2013
README.md Update README.md Nov 25, 2013



This extension adds a suite of graphics primitives such as Planes, Fills and Strokes. These are starling display objects that are automatically triangulated for fast rendering on the GPU.

These primitives can be manipulated directly, or created on your behalf by using a familiar graphics API accessed via the Shape class.

Starling Framework: the GPU powered 2D Flash API

What is Starling?

Starling is an ActionScript 3 library that mimics the conventional Flash display tree architecture. In contrast to conventional display objects, however, Starling "lives" entirely inside the Stage3D environment. That means that all objects are rendered directly by the GPU, which leads to a significant performance boost.

Starling's API is not a direct 1:1 port of the Flash API. The classes were streamlined and optimized for working well with the GPU; common tasks in game development were simplified. Starling hides the Stage3D internals from developers, but makes it easy to access them for those who need to create custom display objects.

Just like its iOS sibling, the Sparrow Framework, Starling aims to be as lightweight and easy to use as possible. As an Open Source project, much care was taken to make the source code easy to read, understand and extend.

Where do I find more information about Starling?

Here are a few starting points: