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The ActiveX Flash Player in this release is not compatible with Windows® 8
Flash Player for Windows® 8 is available as part of the generally available Windows® 8 update
New and Updated Features
iOS 64bit Support
As many of you are aware, Apple has recently changed their iOS requirements to enforce 64-bit compatibility. We’re pleased to share that the AIR
16 SDK can now be used to generate universal IPA binaries, which will run on both 32bit and 64bit iOS devices. Going forward, every IPA
generated using AIR SDK 16 and above will be a universal binary and there is no change required in the packaging commands for this support.
Please note that support for creating universal IPA binaries will only be available in the new compiler. The legacy compiler is not (and will not be)
compatible with iOS 64-bit. Because of this, it will be removed with version 16 of the AIR SDK. To ensure that Adobe as well as third party tools
are able to work with this AIR SDK, the -useLegacyAOT option will continue to exist, but will be internally mapped to the new compiler.
With this change, any ANE that gets packaged in the application should contain the universal native libraries. Failing to do so will result in “Apple
App Store allows only universal applications. <binary name> is not a universal binary. Please change build settings in Xcode project to "Standard
Architecture" to create universal library/framework” error while packaging the ipa.
To learn more about the improved packaging engine, please read Faster Compiling with AIR for iOS
If you encounter packaging or runtime issues, please report them to us over at http://bugbase.adobe.com or create a post on our AIR beta forums.
Please provide detailed steps to reproduce along with sample projects. If you'd like to keep your code private, please feel free to emailattachments along with your bug number to firstname.lastname@example.org. Your help and assistance is critical and will allow us to fix problems quickly
and provide timely updates.
VideoTexture Support in AIR (Windows & Mac Beta)
We've introduced a new ActionScript feature that allows hardware accelerated video to be used as a source texture in a Stage3D environment.
Currently, using video with Stage3D requires the use of the Video object, which is not accelerated, and manipulation of the bitmap representations
of the video frames. This new feature, called VideoTexture, allows direct access to a texture object that is sourced from a Netstream or Camera
object. As of the first Flash Player 16 beta this feature is now available on both AIR Mac and Windows.
The following sample code demonstrates the use of the VideoTexture object.
1) Create a VideoTexture object and attach a NetStream (or Camera) object to the VideoTexture object:
texture = context3D.createVideoTexture();
2) A texture representation of the current video frame can be retrieved from the callback function for the VideoTexture.RENDER_STATES event.
// Render on stage3D with VideoTexture
Please note that this is an "extended beta" feature. The initial implementation is for Windows AIR only. We are committed to expanding this
feature to AIR mobile and Mac in a following release. We'll also consider an implementation in Flash Player if there is sufficient demand.
Getting your feedback will be critical to making sure we're providing a solution that you can use. Please let us know what you think and keep an
eye out for updated beta release notes in the next couple of weeks.
Stage3D Wireframe Mode Support
To help designers and developers create robust and efficient 3D content, we've added Wireframe support into AIR desktop. This option can be
changed by setting Context3D's setFillMode() to "wireframe" or "solid".
Stage3D - Standard Constrained Profile
In version 14 of the Runtime we added the new Standard profile to desktop systems. In Version 15 we expanded that to mobile devices in AIR.
In Flash Player 16 we've added a new Standard Constrained profile. Like Baseline Constrained, Standard Constrained targets older and lower
powered GPUs on both desktop and mobile devices. While Standard profile reached ~21% of iOS devices, Standard Constrained can now reach
more than 85%. Developers can access this by using the new STANDARD_CONSTRAINED constant in Context3DProfile. The chart below
breaks down the differences between the different profiles that are available.