| Package | flash.display3D |
| Class | public final class Context3DProfile |
| Inheritance | Context3DProfile Object |
| Language Version: | ActionScript 3.0 |
| Runtime Versions: | Flash Player 11.4, AIR 3.4 |
Related API Elements
Public Properties
Public Methods
Public Constants
| Constant | Defined By | ||
|---|---|---|---|
| BASELINE : String = "baseline" [static]
Use the default feature support profile. | Context3DProfile | ||
| BASELINE_CONSTRAINED : String = "baselineConstrained" [static]
Use a constrained feature support profile to target older GPUs
This profile is primarily targeted at devices that only support PS_2.0 level shaders
like the Intel GMA 9xx series. | Context3DProfile | ||
Constant Detail
BASELINE | Constant |
public static const BASELINE:String = "baseline"| Language Version: | ActionScript 3.0 |
| Runtime Versions: | Flash Player 11.4, AIR 3.4 |
Use the default feature support profile.
This profile most closely resembles Stage3D support used in previous releases.
BASELINE_CONSTRAINED | Constant |
public static const BASELINE_CONSTRAINED:String = "baselineConstrained"| Language Version: | ActionScript 3.0 |
| Runtime Versions: | Flash Player 11.4, AIR 3.4 |
Use a constrained feature support profile to target older GPUs
This profile is primarily targeted at devices that only support PS_2.0 level shaders like the Intel GMA 9xx series. In addition, this mode tries to improve memory bandwidth usage by rendering directly into the back buffer. There are several side effects:
- You are limited to 64 ALU and 32 texture instructions per shader.
- Only four texture read instructions per shader.
- No support for predicate register. This affects sln/sge/seq/sne, which you replace with compound mov/cmp instructions, available with ps_2_0.
- The Context3D back buffer must always be within the bounds of the stage.
- Only one instance of a Context3D running in Constrained profile is allowed within a Flash Player instance.
- Standard display list list rendering is driven by
Context3D.present()instead of being based on the SWF frame rate. That is, if a Context3D object is active and visible you must callContext3D.present()to render the standard display list. - Reading back from the back buffer through
Context3D.drawToBitmapData()might include parts of the display list content. Alpha information will be lost.
Sun Apr 7 2013, 07:13 AM -07:00
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