Migration Guide

Following an overview about interface changes between Candera V3.2.2 and Candera V3.3.0.

Description Candera V3.2.2

Candera V3.3.0


RenderTarget Changes due to Renderer2D3D. void RenderTarget::SetAutoSwapEnabled(bool enabled);
bool RenderTarget::IsAutoSwapEnabled() const;
void RenderTarget::SetAutoClearEnabled(bool enabled);
bool RenderTarget::IsAutoClearEnabled() const;
void RenderTarget2D::SetClearMode(const SharedClearMode2D::SharedPointer& clearMode);
SharedClearMode2D::SharedPointer RenderTarget2D::GetSharedClearMode() const;
void SetClearMode(const SharedClearMode::SharedPointer& clearMode);
SharedClearMode::SharedPointer GetSharedClearMode() const;

Use corresponding Camera and Camera2D settings.

void Camera2D::SetClearColorEnabled(bool isEnabled);
bool Camera2D::IsClearColorEnabled();
void Camera2D::SetSwapEnabled(bool isEnabled);
bool Camera2D::IsSwapEnabled() const;
void Camera2D::SetClearColor(const Color& clearColor);
const Color& Camera2D::GetClearColor();
void Camera::SetClearMode(const ClearMode& clearMode);
const ClearMode& Camera::GetClearMode();
void Camera::SetSwapEnabled(bool enable);
bool Camera::IsSwapEnabled() const;

\ Use dedicated clear and swap cameras if you don't want to manage clearing and swapping on dynamic camera configurations.


RenderDevice Changes due to LoadingHint static bool RenderDevice::UploadBitmapTextureImage(BitmapTextureImage& textureImage, UInt unit);
static bool RenderDevice::UploadCubeMapTextureImage(CubeMapTextureImage& textureImage, UInt unit);
static bool RenderDevice::UnloadBitmapTextureImage(BitmapTextureImage& textureImage);
static bool RenderDevice::UnloadCubeMapTextureImage(CubeMapTextureImage& textureImage);
static bool RenderDevice::UploadVertexBuffer(VertexBuffer& vertexBuffer);
static bool RenderDevice::UnloadVertexBuffer(VertexBuffer& vertexBuffer);
static bool RenderDevice::UploadShader(Shader& shader);
static bool RenderDevice::DeleteShader(Handle vertexShaderHandle, Handle fragmentShaderHandle, Handle programHandle);
static bool RenderDevice::UploadRenderBuffer(RenderBuffer& renderBuffer);
static bool RenderDevice::UnloadRenderBuffer(RenderBuffer& renderBuffer);
static bool RenderDevice::UploadDirectTextureImage(DirectTextureImage& textureImage, UInt unit);
static bool RenderDevice::UnloadDirectTextureImage(DirectTextureImage& textureImage);

static bool Renderer::UploadBitmapTextureImage(BitmapTextureImage& textureImage, UInt unit, DeviceObject::LoadingHint loadingHint);
static bool Renderer::UploadCubeMapTextureImage(CubeMapTextureImage& textureImage, UInt unit, DeviceObject::LoadingHint loadingHint);
static bool Renderer::UnloadBitmapTextureImage(BitmapTextureImage& textureImage, DeviceObject::LoadingHint loadingHint);
static bool Renderer::UnloadCubeMapTextureImage(CubeMapTextureImage& textureImage, DeviceObject::LoadingHint loadingHint);
static bool Renderer::UploadVertexBuffer(VertexBuffer& vertexBuffer, DeviceObject::LoadingHint loadingHint);
static bool Renderer::UnloadVertexBuffer(VertexBuffer& vertexBuffer, DeviceObject::LoadingHint loadingHint);
static bool Renderer::UploadShader(Shader& shader, DeviceObject::LoadingHint loadingHint);
static bool Renderer::DeleteShader(Handle vertexShaderHandle, Handle fragmentShaderHandle, Handle programHandle, const Char* shaderName, DeviceObject::LoadingHint loadingHint);
static bool Renderer::UploadRenderBuffer(RenderBuffer& renderBuffer, DeviceObject::LoadingHint loadingHint);
static bool Renderer::UnloadRenderBuffer(RenderBuffer& renderBuffer, DeviceObject::LoadingHint loadingHint);
static bool Renderer::UploadDirectTextureImage(DirectTextureImage& textureImage, UInt unit, DeviceObject::LoadingHint loadingHint);
static bool Renderer::UnloadDirectTextureImage(DirectTextureImage& textureImage, DeviceObject::LoadingHint loadingHint);

 



Revision #2
Created 2023-03-02 02:58:42 UTC by Kanai Tomoaki
Updated 2023-06-13 13:41:48 UTC by Kanai Tomoaki