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As long as it does the antialiasing correctly, then yeah! But I've seen .swf->.js stuff which has the telltale garish seams between adjacent vector objects, sh
by white-flame 10y ago
As long as it does the antialiasing correctly, then yeah! But I've seen .swf->.js stuff which has the telltale garish seams between adjacent vector objects, showing it's just deferring to the broken AA use of the immediate-mode canvas renderer.
Does anybody know how much of the Flash plugin AA runs on CPU vs GPU? Obviously the older versions were CPU-only, though I'm not sure how much of actual Flash object rendering has moved to the GPU in recent years, especially as a ton of it is bezier based. If it is still fully CPU-based, with GPU just doing blits & blends, then wasm should allow fast enough use of a proper .swf AA renderer without going through canvas's forgetful AA.
- joeyjojo 10y agoMost of new games built with Flash are using Stage3D which runs on the GPU. These games however don't really rely much on the vector capabilities and animation timeline, which still uses the CPU. Adobe could probably make a vector renderer run on the GPU though. Some people have made vector animation renderers as a proof of concept. https://www.youtube.com/watch?v=NmgRiMhP4q4 https://www.youtube.com/watch?v=NmgRiMhP4q4
- white-flame 10y agoRight, the polished Stage3D stuff would just go through to WebGL. It's the vector stuff I'm concerned about. There's a lot of great, fun little Newgrounds-style animations & games made with that level of graphics.