What are the bottlenecks, and how might they alleviate them? As far as I
know, there isn't really any overhead when you upload a ByteArray or
BitmapData, it's about as fast as you can get, as far as textures go.
With vector data, they could reduce the type marshaling, but that seems
like less of a problem than raw texture throughput. But texture
throughput is limited in native apps too.
Am I missing another bottleneck?
Kevin N.
On 1/30/13 2:31 AM, Daniel Freeman wrote:
there are Stage3D
bottlenecks that will impair performance for anything beyond games
use-cases. If Adobe solve these technical obstructions