A (basic) GPU experiment using Haxe + HxSL, targeting FlashPlayer and Air
Switch branches/tags
Nothing to show
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Type Name Latest commit message Commit time
Failed to load latest commit information.
air
bat
bin
src
.gitignore
AIR_Android_readme.txt
AIR_iOS_readme.txt
AndroidInstall.bat
PackageApp.bat
README.md
Run.bat
add-advanced-telemetry.py
application.xml
license.txt
tri-air.hxproj
tri.hxproj

README.md

tri

A (basic) GPU experiment using Haxe + HxSL, targeting FlashPlayer and Air.

why?

I wanted something that I could use to render a decent number of polygons and update all of the vertices each frame, this is the result.

ByteArray/DomainMemory is used to store the index and vertex buffer data to upload to the GPU; there's a single drawTriangles call per frame that sends the buffers.

can i see?

In the example/test project the position and colour of 23549 triangles (about 71K vertices) are modified every frame on the CPU. There are no textures in use, only vertex colours being set and moified.

There's also a little vertex shader action going on. Just because... and, I like HxSL.

As with the desktop build, the Air Android build runs at 60fps while doing that. Additionally, both SWFs have the advanced telemetry flag set, so if your'e on the Adobe Scout pre-release you can have a look at the various metrics and inspect the actionscript calls that are being made.

from?

Based on some Haxe stage3D and HxSL examples;