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