Flash :: Morphing In MoleHill Using A Vertex Shader?

Feb 5, 2012

Using the Molehill with Flash I wish to create a vertiex shader, to have one mesh transform into another, I have seen that it is possible with Flare, However I am unsure if that was using Stage3D, Can anyone give me any pointers in the use of shaders in AGAL as to how this might be done.

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Flash :: In An AGAL Vertex Shader, What Is The 'w' Component Used For In The Output Shader

Dec 29, 2011

I understand the 'xyz' components of a vertex's position, but what does 'w' do? Could it be left as the same constant value all the time?

Example:

mov op.xyz, va0.xyz
mov op.w vc0.w

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ActionScript 3.0 :: Write A Phong Shader For Molehill Project?

May 2, 2011

I've been struggling to write a Phong shader for my Molehill project. The problem is that the light seems to shift or move when the camera rotates. So I've been investigating what could possibly be wrong, by basically comparing my shader with the Phong shader written in GLSL. There's one thing I found that is kind of weird. In GLSL the output position in the vertex shader is ModelViewProjectionMatrix * Vertex, ok that is just fine.

HOWEVER, in Molehill the ModelViewProjectionMatrix has to be transposed so that it will render the vertex correctly to the screen. In GLSL that is not necessary.

How did I find that out? I created the Matrix3D modelViewProjection, I applied the ModelView to that matrix and then the Projection matrix. I tried to give the vertex shader that matrix and it displayed nothing until I transposed the modelViewProjection.

In GLSL this is not necessary, I could just say output.position = projection * modelview * vertex and it would be displayed correctly, I don't need to do transpose(projection * modelview * vertex).

So.. I'm wondering if there's something that I am not seeing here or is this a special part of Molehill that we just have to follow? Or could it be a bug in Molehill? I will create a new post tonight with my Phong shader and hope that someone sees what I may be doing wrong. But this is confusing me a lot at the moment and would like to know why the matrix has to be transposed.

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Matrices Exist On Vertex Registers Other Than Vertex Constants In AGAL?

Jan 23, 2012

I've mostly seen examples where a Matrix3D object is passed as a vertex constant register in AS3 to the Context3D object. But never seen a matrix in any other types of registers (temporary or attribute).Would there be any way to copy a Matrix vertex constant to a temporary register, and then manipulate individual fields of that Matrix temporary register (ex:for the rotation), with other supplied values (vertex attributes or other constants)

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How To Create Morphing Effect In Flash

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I'm new in flash, how to create morphing effect in Flash like one of this sample : [URL]s are we should make separate images for every object movement that we want to morph.

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Flash - Multiple A Vertex By Two Matrices?

Mar 28, 2011

I'm trying to understand molehill and would like to multiple a vertex by two matrices, say:

output = theVertex * scaleMatrix * rotationMatrix

Im guessing my vertex shader would look something like:

"m44 vt0, va0, vc0
" +
"mul op, vt0, vc1
";

And i would set the matrices with

context3d.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, scaleMatrix);
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But its not working.Im aware that i could multiple the matrix before putting on the shader, but i am trying to understand AGAL.

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Flash :: Can Constants (vertex Or Fragment) Be Reset / Nullified In Context3D

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If I make multiple draw calls for various Program3D instances, is there a way that I can reset or nullify the constants if I'm no longer using them in the next following Program3D assignment?

Is it even necessary that I do something like this?

//Nullify 'vc0' in the vertex shader:
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ActionScript 3.0 :: Flash 3D API (Molehill)

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[URL]

1920x1080 @ 60fps == Really exciting stuff!

More sweet demos here:

[URL]

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Flash :: Download Molehill API / Library?

Mar 22, 2011

Where can I download the Molehill API / library from and what else do I need to get it running?

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Flash :: Backface Culling With Molehill

Oct 2, 2011

Using Flash 11 RC1 with the new Molehill API, I would like to enable backface culling. The beta documentation is pretty vague, but the example implies Molehill wants front-facing triangles to wind counter-clockwise, which is pretty normal. But when my polygons wind counter-clockwise, I get the exact opposite behavior - in other words, it's as if contrary to its own examples Molehill expects front-facing triangles to wind clockwise. Since the documentation never explicitly states which winding is correct, I am stumped.

I don't want to just flip all my triangles around until it looks right before I am 100% on what Molehill actually wants, since that has a fair chance of hiding a fundamental misunderstanding. I am using simple perspective projection (a note regarding .transpose() below: because copyRawDataFrom expects data in column-major order, and I hated the way that looked in code, I decided to just enter it row-major and transpose the matrix afterwards

[Code]....

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Actionscript 3 :: Get Pixel Bender Shader 'inputSize' Parameter Working In Flash?

Jun 20, 2011

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parameter float2 srcSize
<
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>;
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Flash5 - Morphing Text Is Too Fast

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package
{
import flash.display.*;

[code].....

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Code:
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