The main graphical primitive in SWF is the path, which is a chain of segments of primitive types, ranging from lines to splines or bezier curves. Additional primitives like rectangles, ellipses, and even text can be built from these. The graphical elements in SWF are thus fairly similar to SVG and MPEG-4 BIFS. SWF also uses display lists and allows naming and reusing previously defined components.[11]
The binary stream format SWF uses is fairly similar to QuickTime atoms, with a tag, length and payload—an organization that makes it very easy for (older) players to skip contents they don't support.[11]
Originally limited to presenting vector-based objects and images in a simple sequential manner, the format in its later versions allows audio (since Flash 3), video (since Flash 6).
Adobe introduced a new, low-level 3D API in version 11 of the Flash Player. Initially codenamed Molehill, the official name given to this API was ultimately Stage3D. It was intended to be an equivalent of OpenGL or Direct3D.[12]:9 In Stage3D shaders are expressed in a low-level language called AGAL—Adobe Graphics Assembly Language.
The main graphical primitive in SWF is the path, which is a chain of segments of primitive types, ranging from lines to splines or bezier curves. Additional primitives like rectangles, ellipses, and even text can be built from these. The graphical elements in SWF are thus fairly similar to SVG and MPEG-4 BIFS. SWF also uses display lists and allows naming and reusing previously defined components.[11]
The binary stream format SWF uses is fairly similar to QuickTime atoms, with a tag, length and payload—an organization that makes it very easy for (older) players to skip contents they don't support.[11]
Originally limited to presenting vector-based objects and images in a simple sequential manner, the format in its later versions allows audio (since Flash 3), video (since Flash 6).
Adobe introduced a new, low-level 3D API in version 11 of the Flash Player. Initially codenamed Molehill, the official name given to this API was ultimately Stage3D. It was intended to be an equivalent of OpenGL or Direct3D.[12]:9 In Stage3D shaders are expressed in a low-level language called AGAL—Adobe Graphics Assembly Language.
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