It's easier (and perhaps wiser) to use hxformat for PNG exporting. Stage3D stuff doesn't seem to work at the moment – gotta talk to @jgranick about that.
Looks like I'll be developing Scourge through HTML5 if I'm switching to OpenFL– for now, there's apparently no support for any 3D Flash API.

I'll need to learn more about WebGL before porting my utile package.
WebGLFuckBox sure renders a white square pretty nicely. Other than that, it looks just like TextDemo with half the code commented out.
Added in the old NME textured triangle demo. Guess I'll use it to build the utile back up.
A lot's changed. Here's where we're at– we have ported utilities, ported shaders, models are showing up correctly and mouse picking works in HTML. (To get it working on native, I'll need to talk to granick about adding GL.readPixels() support.)

Something, however, is causing the mac target to crash. No idea what it is; that's what's next.
NMEDemo is now HappyPlace. This is where I'll bring the native target up to speed with the html5 target.
Simplified HappyPlace once I could be sure that the Renderer worked. Scissor rects seem to mess up the mac target, and I might not even need them, so they're commented out for now. Anyway, it seems like the bug is above the Renderer in the TextDemo class.
Got the renderer working natively, though it's slow– probably because I'm creating Float32Arrays in the buffer upload calls. Mouse picking obviously doesn't work natively until openfl.GL.readPixels is implemented. I'll put the WebGL read back in another buffer before putting this stuff behind me.
OutputBuffers. This is way more intuitive than buffer swapping, I think.
Caught a DynamicStyle error. The test string for styled UI text has a nice button in it now.
ButtonStyle also had a state change issue that I worked out.

Separated style sigils to their own class. This UTF stuff is hell, I tell ya.
Fixing some of the UTF8-related bugs in UIBody and StyleSet. As a result of using UTF8-friendly regular expressions, it doesn't build for Mac anymore! :-/
Neko target now has feature parity with the HTML5 target. Mac target compiles, but won't run without figuring out the PCRE UTF-8 issue.
Mucked around a bit with vertex and index buffers, for performance.

I'll refactor my utile package before diving back into UIBody and styling.
Moving GL-specific stuff to its own package.
Initial support for Flash using @wighawag's glsl2agal from NME. Plenty of work yet to do.
Merging branch 'openfl-flash' into openfl.

You know we rock, we roll, we jam and we mix.
Switching to using attributes and uniforms. GLSLProgram et al. and the Flash target no longer compile; I'll fix that.
Modified GLSL2AGAL classes to expose and accept Int-based locations instead of strings. In hindsight I'm not sure if GLSL2AGAL was a significant bottleneck.
Forcing matrix transposition behavior in different targets. Fixed resizing, but interactive readback updates aren't triggering when they ought to be.
Fixing some problems in the Flash target, but seemingly at the WebGL target's expense.