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flash.display.Graphics style extension for the Starling Flash GPU rendering framework

branch: master

Removing silly typo with UV coords in FastStroke

Still not sure what to do with the U coordinate, but the V should be 0
and 1 respectively, not 0 and 0.
latest commit 63e52768bc
IonSwitz IonSwitz authored
Octocat-spinner-32 examples Extending Stroke vs Stroke hit test example January 30, 2014
Octocat-spinner-32 extension Removing silly typo with UV coords in FastStroke February 28, 2014
Octocat-spinner-32 tests BoundsExample -> BoundsTest July 02, 2013
Octocat-spinner-32 .gitignore .flexLibProperties file added October 17, 2012
Octocat-spinner-32 update August 12, 2013
Octocat-spinner-32 Update November 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:

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