It should be "direct" with a lowercase 'd', not sure if that matters.
Make sure you're importing enough libraries and that you've overlayed your Flash with the latest AIR 3.2 if Flash CS6 doesn't already come with it.
And yes, as of AIR 3.2 you can use Alternativa3D or any other Stage3D framework to create an iOS App.
I use the option in Flash CS6 (a combobox) to select 'direct', then select the option AIR 3.2 for iOS (another combobox).
Import the Alternativa3D library and say: #3702: Context3D not available
I try with proscenium library and get the same result
When compile the file works fine on the PC, but only can see the background in the iPhone.
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I do not have Flash CS6 (too many bug reports) but I use it perfectly fine in CS5.5.
What your error means is basically the libraries are not the latest and what it's trying to export to is a lower version than is supported. It runs on Desktop because you've updated your desktops AIR to 3.2 and have flash player 11.0 or better. For AIR for iOS, you need to make absolutely sure it is packaging with AIR 3.2 or higher. Flash CS6 might be targeting something below AIR 3.2.
Here are instructions for overlaying the latest version of AIR on Flash. This should give you an idea of what to check in your version of Flash. Go through the list item by item and check the files in the locations that are mentioned and make sure the versions are at least the same.
If you jump ahead to step 4 you should be seeing in those files a version="15". You should also see in step 6 that the namespace AIR is pointing to is at least 3.2. If either are lower you may need to update your version of AIR, and there are the instructions to do so. Although the AIR folder will probably not be named AIR2.6 of course. But the instructions should be similar.
I replace the file airglobal.swc (but have the same date)
The AIR_iOS.xml have
<player id="PFI1_0" version="15" asversion="3" minasversion="3">
<name>AIR 3.2 for iOS</name>
The file descriptor-sample.xml:
Maybe this problem is another bug
Hope someone else can chime in but it appears to be a bug. Your version is good (which is just for flash player) and your AIR namespace is good (which is necessary for AIR for iOS to use Stage3D).
Do you have a previous version of Flash still installed, preferably CS5.5? If so, having overlayed 3.2 on it, see if you get the same result. Chances are you won't and it will work just fine.
Yesterday try compiling to AIR 3.2 Android and got the same result as with the iPhone.
Publish Settings -> Hardware acceleration -> Level 1 - Direct
And Works fine in my Android Phone
Flash CS6 have a option to change the version of the SDK
Only go to
Help -> Manage AIR SDK
then select the folder with the new SDK
There should be an app descriptor file (XML file) that you publish that has an entry named <renderMode>direct</renderMode>. That will always be required to use almost all 3d engines (alternativa, flare3d, etc all tell you to do this). They also tell you to set <depthAndStencil>true</depthAndStencil>.
appears when select the render mode
Then I type in the file XML
but it was never read by Flash, only worked when I selected the option
Level 1 - Direct
publish Settings -> Hardware acceleration
In CS5.5 we're used to manually setting <renderMode>direct</renderMode> so that's a good convenience update.
Everything working now? Try it on your iOS device.
I compile for iOS and again found only the white background, then I noticed that the decompressed file was fairly large, then compile a new file less complex and it finally worked, I forget that the iPhone is not exactly a powerful machine.
Indeed it isn't. It feels like a computer but it's excessively limited in CPU and memory so you do need to use best practices to get things to run well. Keeping garbage collection happy is key to survival in low memory land.
If you're all set can you mark this thread as answered (correct) please. Thank you and good luck!
A powerful machine have not a cpu limited. I program games for iPhone with optimized code, bitwise and a garbage colletion "happy", but in this example I use low polygon models imported from 3D Studio Max and some textures, things that a low-end Xperia (Android) can play without problems and an iPhone can not.
I've used Away3D a3d format and loaded models that performed just fine on iOS. I've also used Flare3Ds f3d. I've also used Alternativa3D with some .DAE collada files. All of them seem pretty on par when exported from max and are able to be rotated/zoomed very smoothly.
I guess it depends on what you think is a low poly model.
I try with the "demoexample" of Alternatia3D at least not this work, I made some models with fewer polygons than this example and this worked in Android but not iPhone.
Maybe something is wrong
I realize, outside displaying their logo, that Alternativa3D is free to use. But it is one of the most complex frameworks out there. I think you should try Flare3D. It's far more simplified and if you purchase it you get a studio that helps quite a bit.
Most importantly they have a lot of examples in their WIKI link under support. Tutorials and code examples. Look through them. I'm very impressed with the ease of their solution.
Tutorials and Code Examples:
They all have a movie above them showing you the output and the code right below them. I find it to be a very clean API, albeit simplified.
Keep in mind Molehill has them all scrambling. 98% of the tutorials on Alternativa3Ds site are for the previous version, not 4.x tutorials (A3D V8+). They changed how you do things so it's really a tough initial wall to climb to read up on how it used to work just so you can understand how it works now.