Any ideas?  If it's a no-go, that's fine; would just like to know for sure.

Thanks,
Ross

On Wed, Jun 22, 2011 at 9:46 PM, Ross Smith <evolution...@gmail.com> wrote:

> Hi there core Away3d devs,
>
> If this is a question better suited for the support forum, I'll move it
> over - just let me know.
>
> I'd like to create an app that uses Away3d for the lion's share of its 3d
> processing, but with an extra handful of AGAL / shaders I've written
> myself.  I know that vertex, constant, and texture registers are very
> limited, and my bet is Away3d manages them very closely.  That being the
> case, it is all too likely that when I write my registers, programs, etc to
> the graphics card for processing that I'm overwriting data Away3d depends on
> and does not expect to change.
>
> Is there any recourse for this?  Does, or can, Away3d expose events/hooks
> that let me safely write my own data to the graphics card registers for my
> own AGAL programs?  Is there a set of registers that Away3d does not touch,
> and which I can safely use?  (I doubt the latter is feasible but it never
> hurts to ask.)
>
> I would hate to think that any fancy GPGPL madness would be totally
> incompatible with Away3d at runtime.
>
> --
> Ross Smith
> evolution...@gmail.com
>



-- 
Ross Smith
evolution...@gmail.com

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