Tagged Questions
2
votes
2answers
162 views
Child parent rendering (flash) in XNA
i am currently in the process of implementing a render engine that works like flash's. Where a sprite is drawn inside another sprite and reflects all transformation (rotation, scale, etc) on the ...
4
votes
1answer
304 views
Clever way to do the Sonic 2 Bonus Stage effect saving memory
What would be a good way to save memory to achieve an effect like this one?
http://www.youtube.com/watch?v=K89LkvL9JZ0
We're using pre-rendered 3D.
I'm asking this because this naive approach of ...
3
votes
1answer
323 views
How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL
After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality?
...
3
votes
0answers
248 views
How is Ping-Ponging done in Stage3D & AGAL (Flash Player 11)
Does anyone know how to create a Texture feedback effect in Stage3D / AGAL?
I've just found the term "ping-ponging" in some GPU wikipage, hopefully I'm using it in the right place!
I'll share with ...
2
votes
1answer
313 views
Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?
Is there scenarios where this is actually good practice? Or does it slow down performance?
Example:
//Vertex format is:
//X, Y, U, V
var myXYs:Vector.<Number> = new <Number>[
-1, -1,
...
2
votes
1answer
483 views
How to save the 3D surface to bitmap in Flash 11 Stage3D
I have been using Stage3D to create some 3D app in Flash. One of the items on my list is the ability to take a screen shot. Flash makes it easy to grab the stage content, but I can't find a way to ...
3
votes
2answers
365 views
Sprites are sometimes blurry in Flash
I am playing around with drawing an SVG sprite (imported in through [Embed]). Depending on the coordinates of the image, sometimes it appears more crisp than others.
The following image shows how at ...
6
votes
2answers
798 views
Is frustum culling necessary in a Flash/AS3 game?
I'm making a 2D game where the map will be scrolled frequently, and only a small part of it will be visible at any time.
Which implementation would run faster?
The naive way: Make the map a single
...