转自 http://www.bytearray.org/?p=3705
I am excited to announce the public beta of Flash Player 11.3 and AIR 3.3.
This release includes a lot of little improvements that we included to either improve your workflow today for mobile development or simply add the things you always wondered why it was not there.
We also added key features like fullscreen text input to enable better gaming experiences for you developers leveraging fullscreen capabilities.
As we mentioned at Max last year, we have in the team an initiative called JDI (Just do it) where the goal is to add those little things which makes your life easier as a developer.
It is generally a very little feature, in the team, we like to say "Tiny APIs, big impact", cause it just makes things easier and better.
Here is below the list of improvements/features added to this release:
1.
var
frame:FrameLabel = mc.currentLabels[
0
];
2.
3.
frame.addEventListener(Event.FRAME_LABEL, onFrame);
This enhancement reduces the latency for Sound.play method and changes to volume and pan on SoundTransform.
The latency of SampleDataEvent.SAMPLE_DATA event should also be reduced considerably. For an input sample size of 2048, the latency should be optimal.
1.
<param name=”allowFullScreenInteractive” value=”
true
”/>
Which is then reflected through the new stage property:
1.
trace
(stage.allowsFullScreenInteractive);
To trigger it, just use the new StageDisplayState.FULL_SCREEN_INTERACTIVE constant:
1.
stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
01.
[Embed( source =
"MipLevel9.jpg"
)]
02.
var
MipLevel9:Class;
03.
var
context3D:Context3D;
04.
var
texture:Texture;
05.
06.
stage.stage3Ds[
0
].addEventListener(Event.CONTEXT3D_CREATE, createdHandler);
07.
08.
function
createdHandler(e:Event)
09.
{
10.
context3D = stage.stage3Ds[
0
].context3D;
11.
//set streaming levels to 9, a 1x1 mip level for a complete texture size of 512 (Mip level 0 =512, Mip level 9 = 1)
12.
texture = context3D.createTexture(
512
,
512
,Context3DTextureFormat.BGRA,
false
,
9
);
13.
var
mip9:Bitmap =
new
MipLevel9();
14.
texture.uploadFromBitmapData(mip9.bitmapData,
9
);
15.
}
HW acceleration setting checkbox in Settings UI is not checked so HW acceleration fail and SW rendering is used for Stage3D.
HW graphics driver is blacklisted due to known issue so SW rendering is used for Stage3D. It will be fixed by updating driver.
It fail to use HW due to driver's capability or blacklisted in general or any failure of HW graphics initialization so SW rendering is used for Stage3D
Content request a software rendering explicitly through requestContext3D so SW rendering is used for Stage3D.
In the next beta, those Strings will be available as constants of a new class, to simplify your detection logic.
1.
s.addEventListener(MouseEvent.RELEASE_OUTSIDE, onReleaseOutsideHandler);
1.
var
definitions:Vector.<
String
> =
this
.loaderInfo.applicationDomain.getQualifiedDefinitionNames();
1.
bitmapData.drawWithQuality(sprite, sprite.transform.matrix,
null
,
null
,
null
,
null
, StageQuality.BEST);
1.
var
bitmapData:BitmapData =
new
BitmapData(
640
,
480
,
false
,
0x00FF00
);
2.
3.
var
byteArray:ByteArray =
new
ByteArray();
4.
5.
bitmapData.encode(bitmapData.rect,
new
JPEGEncoderOptions(), byteArray);
As usual, download everything on Adobe Labs. Let us know if you get any bugs. Thanks!