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Videometry.net

Flash, WebGL, HTML5 and 3D. Thursday, 20 March 2014. Further Adventures in AGAL. I'll be honest, when I first saw AGAL some years ago, I just knew. It was too obtuse and complicated for me. I was sure they'd make it easier in the next release, but 3 years later I'm still waiting. I've made shaders in PixelBender, so the concept isn't entirely new to me, but in pixel bender you write a routine which is executed on each pixel. In AGAL you write a routine that is executed first on every vertex, and then.

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Videometry.net | videometry.blogspot.com Reviews
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Flash, WebGL, HTML5 and 3D. Thursday, 20 March 2014. Further Adventures in AGAL. I'll be honest, when I first saw AGAL some years ago, I just knew. It was too obtuse and complicated for me. I was sure they'd make it easier in the next release, but 3 years later I'm still waiting. I've made shaders in PixelBender, so the concept isn't entirely new to me, but in pixel bender you write a routine which is executed on each pixel. In AGAL you write a routine that is executed first on every vertex, and then.
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1 videometry net
2 all the better
3 an excellent free
4 demo time
5 source
6 posted by
7 1 comment
8 matcap in agal
9 no comments
10 matcap with normalmapping
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videometry net,all the better,an excellent free,demo time,source,posted by,1 comment,matcap in agal,no comments,matcap with normalmapping,with this,live demo,source files,including demo usage,the shader code,enjoy,click for demo,here's the source,demo
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Videometry.net | videometry.blogspot.com Reviews

https://videometry.blogspot.com

Flash, WebGL, HTML5 and 3D. Thursday, 20 March 2014. Further Adventures in AGAL. I'll be honest, when I first saw AGAL some years ago, I just knew. It was too obtuse and complicated for me. I was sure they'd make it easier in the next release, but 3 years later I'm still waiting. I've made shaders in PixelBender, so the concept isn't entirely new to me, but in pixel bender you write a routine which is executed on each pixel. In AGAL you write a routine that is executed first on every vertex, and then.

INTERNAL PAGES

videometry.blogspot.com videometry.blogspot.com
1

Videometry.net: November 2010

http://videometry.blogspot.com/2010_11_01_archive.html

Flash, WebGL, HTML5 and 3D. Monday, 1 November 2010. I've always been quick to criticise Adobe for their handling of Flash and the Flash community and so I feel it's only fare to give them deserved kudos in light of recent developments. I'm mainly referring to the upcoming Molehill 3D API's, but also their inroads into the mobile market. I am excited to be a Flash developer again. I can peddle my wares with confidence and continue to maintain over for my clients that Flash is the best platform curren...

2

Videometry.net: July 2011

http://videometry.blogspot.com/2011_07_01_archive.html

Flash, WebGL, HTML5 and 3D. Thursday, 21 July 2011. Setting up CS5 and CS5.5 to target Flash 11 player. I've seen a lot of people looking for a way to publishing Flash 11 content from the CS5 and CS5.5 IDE, so here's a quick guide. I don't have CS5.5 myself, or a Mac, but have set it up on a mates machine so I know it can be done, please bare with me! 1 If Flash is running, close it. Go into your Flash directory (usually Programs Adobe Flash) and find Common Configuration ActionSctipt3.0. Playerdefinitio...

3

Videometry.net: MatCap Materials, and Smooth Soft Shadows for Away3D

http://videometry.blogspot.com/2014/03/matcap-materials-and-smooth-soft.html

Flash, WebGL, HTML5 and 3D. Tuesday, 4 March 2014. MatCap Materials, and Smooth Soft Shadows for Away3D. Today I'm going to introduce a couple of techniques for improving realism, while reducing the load in real-time 3D scenes using Away3D 4.0. It is known as a "MatCap" material, and was developed for Away3D by Przemek. (props! This type of material has long been available in Z-brush, among other packages. Here's the map used, plus a couple more examples. Currently I'm working with objects that are creat...

4

Videometry.net: June 2011

http://videometry.blogspot.com/2011_06_01_archive.html

Flash, WebGL, HTML5 and 3D. Thursday, 16 June 2011. To celebrate the newly unveiled Away3D website, and to showcase the power of Broomstick and Molehill compared to previous Flash players and Away3D frameworks, I wanted to share this little client demo. Is out on labs and the example has been modified to run under the new F11 plugin. Incubator users should update before clicking the image below. Getting even closer you can see the actual structure of the micro-mesh, even the microscopic holes.

5

Videometry.net: October 2011

http://videometry.blogspot.com/2011_10_01_archive.html

Flash, WebGL, HTML5 and 3D. Monday, 24 October 2011. Cubic Bezier Curves - Flash 11. With all the (deserved) hype surrounding Stage3D, it's easy to miss some of the other great new features of Flash Player 11. Over the weekend I tried and failed to find an example of Cubic Bezier Curves. CubicCurveTo), so there was no way out but to build one. In the past this would required a degree in maths and a minimum 4 litres of Red Bull, but with the new command any idiot can do it, and here's the proof.

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Flash, WebGL, HTML5 and 3D. Thursday, 20 March 2014. Further Adventures in AGAL. I'll be honest, when I first saw AGAL some years ago, I just knew. It was too obtuse and complicated for me. I was sure they'd make it easier in the next release, but 3 years later I'm still waiting. I've made shaders in PixelBender, so the concept isn't entirely new to me, but in pixel bender you write a routine which is executed on each pixel. In AGAL you write a routine that is executed first on every vertex, and then.

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