Authored by Jason Lee
Flash Player 15 Beta introduces the VideoTexture object, which allows hardware decoded video to be used in Stage3D content. With prior versions of Flash Player, the use of video in Stage3D required the use of the Video object (which is not hardware accelerated), copying of video frame to a BitmapData object, and loading of the data onto the GPU.
With the VideoTexture object introduced in Flash Player 15 Beta, the decode, conversion from YUV to RGB, and texture loading can be completely moved to the GPU. The textures provided by the VideoTexture object can be used as rectangular, RGB, no mipmap textures in rendering of a Stage3D scene; and can be treated as ARGB texture by the shaders (i.e., the AGAL shaders do not need to provide YUV->RGB conversion). Thus, standard shaders used with static images can also be used without providing a functionality for YUV-> RGB conversion.
Authored by Channey Park
Flash Player version 15 (FP 15) introduces a feature whereby the loss of sharpness of Stage3D content upon browser zoom can be avoided. With prior versions of FP, upon the user’s changing of the browser zoom factor, content that is rendered to a statically sized Stage3D buffer is scaled to match the browser zoom. As the browser zoom factor increases, the sharpness of the Stage3D content is increasingly lost due to the scaling content. A new functionality introduced in FP 15 provides an event notification to the content when the browser zoom changes, and allows the content an opportunity to change the size of the Stag3D back buffer and re-render the stage3D content.
Browser Zoom Factor for PPAPI Plugin and non-Win 8.x Active-x
This feature is extended for PPAPI Plugin (Opera/Chrome) and non-Window 8.x Active-x Plugin (IE) in Flash Player Version 18 (FP 18). With this change, Flash content in the web browser is scaled in response to the web page zoom factor change.
We absolutely love to see the amazing examples of what can be accomplished by our Adobe Runtime developers. Detective Grimoire, from the very talented folks at SFB Games, was recently released on Steam after being greenlit in just 19 days! Tom Vian took the time to answer a few questions about the game and their development process for our community. If you haven’t checked this game out, make sure to finish reading the article and then head on over to Steam, Apple App Store, Google Play Store, Amazon App Store, or their website and pick up a copy!
It’s time for our next quarterly, feature bearing, update of the Flash Runtime! We’re at version 15 for both Flash Player and AIR and we’ve got some great new features and important bug fixes in store for you. We recommend everyone checks out the official release notes but feel free to read past the break for the high level description of our new features. We’ve also added some detailed guides to some of these new features in the blog posts further below.
Flash Runtime Version 15 Release Notes
Flash Player Download
AIR Runtime Download
AIR SDK Download
Authored by David Kim
Prior to version 15, Flash Player (FP) did not provide notification of change in screen orientation. Starting with FP version 15 (FP 15), notification of screen orientation will be provided through triggering of a resize event if the FP content is playing in full-screen. Also, FP 15 will allow the Stage.fullScreenSourceRect property to be set even while in full-screen and have the setting take effect without a display state change. FP contents that support full screen playback should be modified to react to the resize events that are triggered when the screen orientation changes.
Authored by Cheng Liao
The Stage3D “standard” profile is a high-level function set that contains a lot of advanced graphics features. We introduced it in Flash/AIR14 for desktop platforms, and extended its support to mobile platforms in Flash/AIR15. This is a huge leap for Stage3D and it keeps Flash gaming moving forward.
What’s new in “standard” profile
Authored by Jing Chen
Prior to Flash Player 15.0 and AIR 15.0, there was a strict restriction that the clear function must be called on a render target before drawing, so that the content in a render texture does not get preserved after invoking the clear function. In Flash Player 15.0 and AIR 15.0, we have optimized the old internal rendering system and have removed this requirement.
In this blog post, we’ll show the benefits of this feature.
From time to time, we receive questions and concerns from our customers regarding their options for installing and deploying the Flash Runtime components. This blog post will provide a high level overview of the options available. For additional information, please see the links below.
Today we’re releasing Flash Player 14 and the AIR 14 Runtime and SDK. This a major quarterly releases that includes new functionality, bug fixes, and security updates. We recommend taking a look at our release notes or visiting the Flash Player announcement or AIR announcement page for download links and additional details.
Thank you to Jonathan Hart (@jonathanhartsf) and others for the heads up on the recent resurgence of ActionScript on the Tiobe Index. Last month ActionScript broke into the top 20. The June numbers are now out and it’s moved up to the 14th spot! None of this would be possible without the awesome support of our AS developer community, creating and inspiring us with their applications and games for both mobile and desktop platforms! Thank you!