For example...
If I'm developing an application that requires more than one texture in it (unique sprites, basically), do I need to call context3D.createProgram();
and assemble a new Program3D
(with a VertexShaderAssembler
and a FragmentShaderAssembler
) for each individual textures that I wish to use in the application?
How does a Program3D
work within an engine typically? Does one program run the whole thing, or does it use one program per textures, models, maps?
And am I correct to assume that you only need to create the Program3D
once during initialization time (Event.ADDED_TO_STAGE
), and not during each frames (Event.ENTER_FRAME
), right?