Flex Pixel Blender Performance - apache-flex

I remember seeing some articles about using Pixel Blender to speed up performance on heavy computation, but i cant find them anymore. Can anyone suggest an article on this?

http://www.adobe.com/devnet/flex/articles/flashbuilder4_pixelbender.html

Related

Use of QML Animations vs. Animation Files

I wonder, if it is more beneficial to use the abilities of QML for animations, or prefer to use animation files (such as GIF oder MNG) for simple, small-scale animations.
Examples for what I call "simple, small-scale animations" are:
turning Hourglasses
those rotating dots, known from video platforms, while loading
flashing alert symbols
those "recharging buttons" known from many RPGs used for special attacks
I don't know much about the internals of Qt, so I am unsure, whether I benefit from hardware acceleration, when programming the animations (e.g. image rotation) or not. And if so, whether this hardware acceleration outperforms the display of pre-calculated animations from GIF and MNG.
Greetings and thanks,
-m-
I wouldn't worry about things like this unless they visibly slow the performance of your application. Some points to consider:
The use cases you mentioned almost always involve only one "busy indicator" being visible at a time.
Both Image and AnimatedImage have the high DPI #*x file look-up.
Both Image and AnimatedImage support caching.
Both Image and AnimatedImage will use the Qt Quick scene graph to display the images (OpenGL textures, which should result in hardware acceleration).
AnimatedImage has to read several images, but won't require rotation.
Rotation of images is pretty cheap, as far as I know.
It's trivial to swap out one with the other, or with something else.
If you're looking for good general performance advice, read the Performance Considerations And Suggestions documentation.

Ue4 2D Sprite Exposure Issues

I have been working on a 2D game and have come across a strange problem. All my sprites seem to have some sort of filter making them very bright as if they have some sort of high exposure setting. Heres a picture:
If anyone could help I would much appreciate an answer.
Check the sRGB flag of your textures. Also try setting them to UI in case you do not want them to use mipmaps (I guess because your sprites seams quite pixel-arty).

Any fallback for hardware accelerating everything?

Are there any reasons not to hardware-accelerate everything with
transform: translate3d(0,0,0);
Using the * as the selector?
What things should be hardware accelerated and what things not?
#IMUXIxD You ask a really good question and the answer is no you shouldn't hardware accelerate everything it may seem to solve an issue but can actually be causing several other issues. It can also cause weird display issues when you're trying to z-index items as hardware accelerating object tends to remove them from the DOM while animating.
I wrote an extensive article on my understandings and tests with hardware acceleration here http://blog.zindustriesonline.com/gpu-accelerated-animations-and-composite-layering/
it also has a very good video on the subject from Matt Seeley an engineer at Netflix.
I hope this helps you understand a little better the benefits and downfalls of using hardware acceleration and what the best case scenarios are for use cases.

How can I avoid quality problems due to 3D in Flash CS4?

I am currently using Flash CS4 to make some sprites. The sprite is completely vector based and should therefore have good quality. However, once I apply some 3D properties to anything, it becomes very aliased. Is there some quality setting I'm missing?
stage.quality = StageQuality.HIGH;
High quality is the default, but if it isn't with you for some reason, that line should and fix it. It might slow it down some though you know. Especially if you have a lot to anti-alias. (There's also a "best" quality which smooths non-static bitmaps if you want to try that.)

Flex / AS3 : Red Eye reduction

I was looking a component to reduce red eye effect on taken photos. Ive found an image Processing library, but it does not work well at all. I was thinking on brush an image, manually, and only paint if the base pixel color its red or near in RGB.
Have no time now to explain all the process, but i need help to get this idea, or to get a working comp
Thanks in advance!
If you are wishing to manipulate the pixels of an image/component then pixelbender would be a pretty good way to go.
Have a look at http://www.adobe.com/cfusion/exchange/index.cfm?event=productHome&exc=26 for downloadable examples.
These can be run using the toolkit found at http://labs.adobe.com/technologies/pixelbender/
Video tutorials on pixel bender can be found at http://www.gotoandlearn.com/
With this you could change just the required pixel colours to anything and it works with everything in flash (images, canvas, button's etc)

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