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lliiqiang:
在功能上,由于flex不支持加载外来的类的反射机制,所以可以通 ...
Flex Module专题 -
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工程报错呢?。。
关于DEGRAFA的简介 -
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不错的东西
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学习了,多谢!!!!
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AS3 Array学习笔记
Retained模式
高端模式,AS3是Retained Mode
能够成为跨越Adobe产品功能的标准
分离渲染本身和功能依赖要求,如GPU,Cell等
能够分离处理的类型,如video,audio
在渲染计算中以表面特征出现(Surfaces)
BitmapData,Filters,cacheAsBitmap都是表面特征
Bitmap本身会被独立保留
解决了渲染模式中的不连续性
体系庞大
难于维护和保持兼容性
Immediate模式
底层模式
灵活
易于维护及保持兼容
缺点
绑定了功能到底层语言与硬件驱动
结论
Pixel Bender使用Immediate模式
GPU加速使用Immediate模式
分离为表象的部分使用Immediate模式
Bitmap和其他"lls填充为Retained模式
AS3是Retained模式
两者混合可以优化Binary下的Retained效率
参考资料:Retained and Immediate Modes
A graphics system operates in retained mode if it retains a copy of all the data describing a model. In other words, a retained mode graphics system requires you to completely specify a model by passing model data to the system using predefined data structures. The graphics system organizes the data internally, usually in a hierarchical database. Once an object is added to that database, you can change the object only by calling specific editing routines provided by the graphics system.
By contrast, a graphics system operates in immediate mode if the application itself maintains the data that describe a model. For example, original QuickDraw is a two-dimensional graphics system that operates in immediate mode. You draw objects on the screen, using QuickDraw, by calling routines that completely specify the objects to be drawn. QuickDraw does not maintain any information about a picture internally; it simply takes the data provided by the application and immediately draws the appropriate objects.
OpenGL is an example of a 3D graphics system that operates in immediate mode. QuickDraw GX is an example of a 2D graphics system that operates in retained mode.
QuickDraw 3D supports both immediate and retained modes of specifying and drawing models. The principal advantage of immediate mode imaging is that the model data is immediately available to you and is not duplicated by the graphics system. The data is stored in whatever form you like, and you can change that data at any time. The main disadvantage of immediate mode imaging is that you need to maintain the sometimes quite lengthy object data, and you need to perform geometric operations on that data yourself. In addition, it can be difficult to accelerate immediate mode rendering, because you generally need to specify the entire model to draw a single frame, whether or not the entire model has changed since the previous frame. This can involve passing large amounts of data to the graphics system.
Retained mode imaging typically supports higher levels of abstraction than immediate mode imaging and is more amenable to hardware acceleration and caching. In addition, the hierarchical arrangement of the model data allows the graphics system to perform very quick updates whenever the data is altered. To avoid duplicating data between your application and the graphics system's database, your application should match the data types of the graphics system and use the extensive editing functions to change a model's data.
Another important advantage of retained mode imaging is that it's very easy to read and write retained objects.
To create a point, for example, in retained mode, you fill in a data structure of type TQ3PointData and pass it to the Q3Point_New function. This function copies the data in that structure and returns an object of type TQ3GeometryObject , which you use for all subsequent operations on the point. For example, to draw the point in retained mode, you pass that geometric object returned by Q3Point_New to the Q3Geometry_Submit function inside a rendering loop. To change the data associated with the point, you call point-editing functions, such as Q3Point_GetPosition and Q3Point_SetPosition . Finally, when you have finished using the point, you must call Q3Object_Dispose to have QuickDraw 3D delete the point from its internal database.
It's much simpler to draw a point in immediate mode. You do not need to call any QuickDraw 3D routine to create a point in immediate mode; instead, you merely have to maintain the point data yourself, typically in a structure of type TQ3PointData . To draw a point in immediate mode, you call the Q3Point_Submit function, passing it a pointer to that structure. When you're using immediate mode, however, you need to know exactly what types of objects you're drawing and hard code the appropriate routines in your source code.
Immediate mode rendering does not require any memory permanently allocated to QuickDraw 3D, but it might require QuickDraw 3D to perform temporary allocations while rendering is occurring.
In general, if most of a model remains unchanged from frame to frame, you should use retained mode imaging to create and draw the model. If, however, many parts of the model do change from frame to frame, you should probably use immediate mode imaging, creating and rendering a model on a shape-by-shape basis. You can, of course, use a combination of retained and immediate mode imaging: you can create retained objects for the parts of a model that remain static and draw quickly changing objects in immediate mode.
发表评论
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白名单屏蔽字 unicode字符范围
2016-07-05 16:58 837(_word.unicode >= 0x2001 ... -
flash textfiled换行 以及\r和\n区别
2016-06-20 15:11 1943flash.text.TextField.wordWrap ... -
flash 字体
2016-05-20 17:35 7531.FTE和TLF的关系 http://zengr ... -
Flex Date对象与UTC之间的关系
2013-08-07 14:16 2381转自 Flex Date对象与UTC ... -
as3 数据结构array,object,dictionary用哪个
2011-12-29 16:43 4421今天在处理背包物品时,考虑是用Array还是dictionar ... -
CS5 中禁用SimpleButton
2011-12-09 11:48 1916需要在CS5中对一个SimpleButton设置禁用效果,即不 ... -
Event.FRAME_CONSTRUCTED
2011-12-07 19:07 2149_oPBox是个MovieClip,共3帧,其中第1帧有 ... -
使用拼接的属性来访问Object
2011-11-28 15:58 11021.VO:Objectt有这些属性: public ... -
ShareObject简记
2011-10-25 18:58 1057引用: _soundSO = Shared ... -
字符集学习笔记(二)
2011-10-21 14:08 1581参考http://www.discuz.net/thre ... -
字符集学习笔记(一)
2011-10-20 17:17 1609摘自http://bbs.9ria.co ... -
使用AS3帧代码控制动画
2011-10-17 14:26 3957美术同事出了一个资源,大致是这样的:四个角色形象动画,聚在一个 ... -
flash cs将一个MC变成BUTTON
2011-09-15 16:50 1827在FLASH CS中,设置一个MC的三帧名字分别为 ... -
flash中的in关键字
2011-09-08 18:10 1334in这个关键字挺有意思的: package { ... -
VerifyError: Error #1024: 发生堆栈下溢
2011-08-26 16:14 4612今天出现了奇怪的问题,RELEASE版本的背包操作总是报Ver ... -
TextField的高宽autosize
2011-08-17 14:25 3392var t_name:TextField = new Text ... -
FLASH注册点与中心点(转)
2011-08-16 10:23 4807http://space.flash8.net/space/? ... -
flashbuilder不同版本共用工作空间的问题
2011-08-02 13:36 2456今天因为项目需要,安装了FB4.5,当然原来的FB4.0没舍得 ... -
flashplayer内存管理
2011-07-29 11:18 4427参考Flash务实主义(五)——AS3的垃圾回收 ... -
从SVN上的FD项目上,构建FB项目
2011-07-28 15:18 3687说一下概况: 项目是一个FD(FlashDevelop ...
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