ActionScript 3 :: Enable Hardware Acceleration For SWF Generated In Flash Builder
Oct 5, 2011
Is it possible to enable hardware acceleration (Level 1, Level 2) for a swf generated in Flash Builder. I don't use the Flash IDE and therefor I have no access to the "Publish Settings" in the Flash IDE? Maybe there is some compiler arguments? [URL]. To enable the SWF file to use hardware acceleration, select one of the following options from the Hardware Acceleration menu:
Level 1 - Direct Direct mode improves playback performance by allowing Flash Player to draw directly on the screen instead of letting the browser do the drawing.
Level 2 - GPU In GPU mode, Flash Player utilizes the available computing power of the graphics card to perform video playback and compositing of layered graphics.
This provides another level of performance benefit depending on the user's graphics hardware. Use this option when you expect that your audience will have high-end graphics cards. If the playback system does not have sufficient hardware to enable acceleration, Flash Player reverts to normal drawing mode automatically. For best performance on web pages containing multiple SWF files, enable hardware acceleration for only one of the SWF files.
Hardware acceleration is not used in Test Movie mode. When you publish your SWF file, the HTML file that embeds it contains a wmode HTML parameter. Choosing Level 1 or Level 2 hardware acceleration sets the wmode HTML parameter to "direct" or "gpu" respectively. Turning on hardware acceleration overrides the Window Mode setting you may have chosen in the HTML tab of the Publish Settings dialog box, because it is also stored in the wmode parameter in the HTML file.
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in the adobe flash publish settings i spotted a setting called "Hardware acceleration" with these options:
-None
-Level 1 - Direct
-Level 2 - GPU
now my question is, if you dont use flash to compile your swf but rather flex sdk, can you also enable these accelerations?
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[Code]....
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Oct 22, 2008
[URL].. To enable the SWF file to use hardware acceleration, select one of the following options from the Hardware Acceleration menu: Level 1 - Direct Direct mode improves playback performance by allowing Flash Player to draw directly on the screen instead of letting the browser do the drawing. Level 2 - GPU In GPU mode, Flash Player utilizes the available computing power of the graphics card to perform video playback and compositing of layered graphics. This provides another level of performance benefit depending on the user's graphics hardware. Use this option when you expect that your audience will have high-end graphics cards. If the playback system does not have sufficient hardware to enable acceleration, Flash Player reverts to normal drawing mode automatically. For best performance on web pages containing multiple SWF files, enable hardware acceleration for only one of the SWF files. Hardware acceleration is not used in Test Movie mode. When you publish your SWF file, the HTML file that embeds it contains a wmode HTML parameter. Choosing Level 1 or Level 2 hardware acceleration sets the wmode HTML parameter to "direct" or "gpu" respectively. Turning on hardware acceleration overrides the Window Mode setting you may have chosen in the HTML tab of the Publish Settings dialog box, because it is also stored in the wmode parameter in the HTML file.
Does this mean that the newest version of Flash will support Hardware acceleration? The kind of hardware support that will produce less laggy animations and games? I've been waiting for flash to do this. I have a couple game ideas, but they're too big for flash, and well, I wasn't very inspired to learn other languages.
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[Code]...
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[URL]
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[code]...
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[Code]...
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<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="[URL]" width="360" height="270">
<param name="movie" value="File1.swf">
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<param name="enabled" value="True">
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Aug 9, 2010
Code:
package {
import flash.display.MovieClip;
import flash.events.TimerEvent;
import flash.utils.Timer;
public class Player extends MovieClip {
spawn();
[Code] .....
I'm trying to simulate gravitational acceleration by constructing a function that will subtract from the Player object's yVelocity every half a second. For now, I'm getting 1180: Call to a possibly undefined function spawn but I'm sure there are other things wrong with the code.
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