Solution Options

General Configuration

This section allows you to configure fundamental settings that affect the entire solution. It includes essential parameters such as the library type (Solution/SCL), identification settings, default culture, text style, and memory usage options. These configurations directly influence the structure, reusability, and behavior of the project. It is recommended to review and define these settings early in the development process.

Library Management Settings

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This group of settings defines the classification and identification properties necessary for managing reusability and uniqueness of a solution. By utilizing the SCL format, you can export a solution as a reusable component and share its resources with other projects.

 

Asset Culture

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The default culture for the solution can be selected from the [Asset Culture] dropdown menu. This setting affects the entire solution and determines the base language and regional formatting used for localized texts and assets.

 

Enable uniform setter auto activation

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When this option is enabled, ShaderParamSetter configurations are automatically applied. If the "Auto activation scope" property is set to Local, per-asset parameter settings that would normally require manual configuration are handled automatically.
If the scope is set to Global, the system uses shader-defined Auto Uniforms to determine and apply all relevant activation flags at asset generation time.
This feature simplifies the configuration process while ensuring consistent rendering behavior. For further information, refer to the Generic ShaderParamSetter documentation.

 

Preserve SCML document formatting

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Enabling this option allows the SCML Editor to preserve the original formatting and comments in the SCML source files. This is useful for maintaining manually added annotations or structured formatting. For more information, refer to the SCML Editor documentation.

 

Enable byte alignment of bitmap pixels data in asset

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When this option is enabled, Scene Composer aligns bitmap pixel data within asset files to 8-byte boundaries. This alignment can improve graphical processing performance and optimize data transfers in certain environments.

 

Enable automatic import

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To automate the import of image and FBX files, enable this option and configure monitored folders. When new files are added or existing ones updated in the specified folders while the solution is running, the import process is triggered automatically. The monitored folder must be set separately.

Maximum number of scenes rendered in display preview

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This setting defines the upper limit of scenes rendered simultaneously in the display preview. It helps prevent excessive resource usage and rendering overhead. Which scenes are rendered depends on the cameras enabled in the Render Targets panel.
We recommend using the dedicated commands in the "Render In Display" menu to enable or disable scenes, cameras, and displays appropriately. If the defined limit is exceeded, a warning is displayed to the user.

Shows text from the master culture instead of the text Id

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When enabled, this option displays the actual text from the master culture instead of the text ID. If no text is defined for the master culture, the text ID will be shown as a fallback.

Exports only the master culture

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When enabled, only the master culture’s text entries will be included in the exported asset. This is useful when generating lightweight assets prior to localization.

Default text style

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The selected "Default Text Style" is applied only to newly added text nodes within the template solution. It does not affect any pre-existing elements. The style is applied exclusively when a user adds a new text node to the template solution by dragging and dropping it.

Default memory pool

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Selects the memory pool used when loading image data. This setting can affect asset performance and memory usage.

Choose the most appropriate memory pool based on your target system’s architecture and performance requirements.

Data Backup

Creating backups function is important for reducing the risk from unexpected outages. In this way, SceneComposer gives to the user the ability to restore the system to a previous valid state.

All the saved snapshots can be accesed via Solution Options panel. There, in the "Data Buckup" section, the latest snapshots are available in the "Backups for the current solution" field. The user can select one of them in order to restore the solution to it.

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Any restore point of the solution can be found on the hard disk as follows:

...\AppData\Local\SceneComposer\sol\...

References

The content of an SCL solution can be used in another solution after it is imported through the "Solution Options" panel. Here is a specific section - "References" - where all the imported references are visible and additional references can be added.

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Cultures

In order to compose texts in different languages, a culture (language setting) must first be created.

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(1) Add Culture button

Add a new culture setting row.

(2) Remove Culture button Delete the selected culture setting row.
(3) Search field

You can search for a specific text entry by entering any string into the search field.

(4) Culture

You can select a language from the Culture drop-down menu. This language will serve as the target language for the localization.

(5) Layout Direction

Selects the direction in which the text is displayed. Normally, the appropriate text orientation is selected automatically, depending on the selected Culture.

(6) Translated Texts Shows the number of text entries linked to the culture.
(7) Owned by The name of the solution for which this setting has made is displayed.
(8) OK button Use this button to save settings.
(9) Cancel button

Use this button to close the dialog box without saving settings such as added or deleted cultures.

  • Similar settings can also be made via the Culture Solution Options button on the toolbar.
  • For information on how to set up multiple languages after setting up a culture, please click here.

Solution Information

This feature allows you to set an easily recognizable name, description, and thumbnail image for each solution. This makes it possible to instantly grasp the content of a solution on the Scene Composer Startup Panel, preventing mix-ups and editing mistakes. Even when managing multiple projects in parallel, you can immediately identify the purpose of each solution, making it a powerful management tool that helps streamline your daily editing work and project progress.

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Title

Sets the name of the solution.

You can assign any name that differs from the file name, allowing you to identify the solution with a clear and meaningful name for project management. The name is displayed in the tooltip on the Scene Composer Startup Panel.

Description

Allows you to set a description for the solution.

By noting the purpose of the solution, testing objectives, or key points in its editing history, this description serves as a useful reference when managing multiple solutions. The description is displayed in the tooltip on the Scene Composer Startup Panel.

Selected Image

Allows you to set a reference image that makes it easier to visually identify the solution. This image is displayed as a thumbnail on the Scene Composer Startup Panel.

  • Browse: Select a static image file to use as the thumbnail. This disables the default behavior for the solution’s thumbnail.
  • Revert: Delete the currently set image (whether a static image or the most recent screenshot) and enable the default behavior.

Default behavior: When you perform [Save] for the solution, a screenshot of the current state is captured automatically and used as the thumbnail. Therefore, after performing Reset, be sure to perform [Save] for the solution.

Image Preview When an image is selected using “Selected Image,” a preview of the image will be displayed here.

Default Render Mode

Default Render Mode Settings

You can open the Solution Options dialog from [ File > Solution Options ] in the menu bar to configure various rendering properties under [ Default Render Mode ]. These properties are automatically applied by SCHost unless another render mode is explicitly set for the object.

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If there is a render mode associated with an object, Scene Composer compares these property values with the default render mode settings and includes a bitmask used by the Candera engine within the asset to optimize rendering.

Render Mode

Setting Description
CullMode Configure culling (excluding surfaces from rendering) according to the selected setting. Applying front or back culling optimizes rendering.
  • FrontFaceCulling: Does not render the front faces.
  • BackFaceCulling: Does not render the back faces.
  • NoCulling: Renders all faces without culling.
Winding Defines the front face of a polygon by setting the vertex drawing order to clockwise or counterclockwise.
  • Clockwise: Renders with clockwise winding.
  • CounterClockwise: Renders with counterclockwise winding.
Color Write Enabled Enables or disables writing fragment color values to the color buffer, configurable per RGBA channel.
Enable Depth Write Enables or disables writing to the depth buffer during rendering. When enabled, depth information is recorded in the depth buffer during rendering.
Enable Depth Test Enables or disables depth testing. When enabled, the depth buffer is used to control rendering based on depth. If disabled, depth writing is also disabled.
Depth Comparison

Configure the comparison function that determines which source (new) pixel depth values pass the depth test. The source depth is compared with the destination (existing) pixel depth using the selected comparison function.

  • Never: Always fails (never passes any comparison).
  • Less: Passes when the source depth is smaller than the destination depth.
  • Equal: Passes when the source depth is the same as the destination depth.
  • LessEqual: Passes when the source depth is smaller than or the same as the destination depth.
  • Greater: Passes when the source depth is greater than the destination depth.
  • NotEqual: Passes when the source depth does not match the destination depth.
  • GreaterEqual: Passes when the source depth is greater than or the same as the destination depth.
  • Always: Always passes (passes every comparison).
Depth Bias Scale Factor Specifies the scale factor to determine how much bias to apply to primitives, mainly used to avoid z-fighting (depth conflicts).
Depth Bias Units Specifies a constant depth offset value used together with the scale factor to adjust and avoid z-fighting.
Enable Blending Enables or disables blending (color composition). When enabled, the source color is blended with the destination color in the framebuffer.
Blend Color Defines the constant blend color used when a constant color blend factor is selected.
RGB Source Blend Factor Sets the blend factor applied to the source color in the RGB channels.
  • Zero: Treated as zero, has no effect during blending.
  • One: Treated as one, uses the original value.
  • SourceColor: Uses the RGB value of the source color.
  • InverseSourceColor: Uses the inverse of the source RGB value (one minus source color).
  • SourceAlpha: Uses the alpha value of the source color.
  • InverseSourceAlpha: Uses the inverse of the source alpha value (one minus source alpha).
  • DestColor: Uses the RGB value of the destination color.
  • InverseDestColor: Uses the inverse of the destination RGB value (one minus destination color).
  • DestAlpha: Uses the alpha value of the destination color.
  • InverseDestAlpha: Uses the inverse of the destination alpha value (one minus destination alpha).
  • ConstantColor: Uses the specified constant color (set in Blend Color).
  • InverseConstantColor: Uses the inverse of the specified constant color (one minus constant color).
  • ConstantAlpha: Uses the specified constant alpha value.
  • InverseConstantAlpha: Uses the inverse of the specified constant alpha value (one minus constant alpha).
  • SourceAlphaSaturate: Uses the minimum of the source and destination alpha values for saturated addition, a special blend mode heavily influenced by the source value.
RGB Destination Blend Factor Sets the blend factor applied to the destination color in the RGB channels. Available values are the same as RGB Source Blend Factor.
RGB Blend Operation Specifies the operation used for blending RGB values.
  • Add: Adds values.
  • Subtract: Subtracts the source from the destination.
  • ReverseSubtract: Subtracts the destination from the source.
  • Min: Uses the minimum value.
  • Max: Uses the maximum value.
Alpha Source Blend Factor Specifies the blend factor for the source alpha channel, with the same available values as RGB Source Blend Factor.
Alpha Destination Blend Factor Specifies the blend factor for the destination alpha channel, with the same available values as RGB Source Blend Factor.
Alpha Blend Operation Specifies the operation for blending alpha values, using the same options as RGB Blend Operation.
Enable Stencil Test Enables or disables stencil testing on the stencil buffer, allowing control of rendering based on stencil buffer conditions (area control, masking, etc.).

Stencil Front / Stencil Back

Setting Description
Comparison Function

Configure the comparison function that determines which source (new) values pass the stencil test. The masked reference value (Value) and the masked stencil buffer value are compared, and pass/fail is determined by the selected function.

 

  • Never: Always fails (never passes any comparison).
  • Less: Passes when the reference value after masking is smaller than the stencil value after masking.
  • Equal: Passes when the reference value after masking is the same as the stencil value after masking.
  • LessEqual: Passes when the reference value after masking is smaller than or the same as the stencil value after masking.
  • Greater: Passes when the reference value after masking is greater than the stencil value after masking.
  • NotEqual: Passes when the reference value after masking does not match the stencil value after masking.
  • GreaterEqual: Passes when the reference value after masking is greater than or the same as the stencil value after masking.
  • Always: Always passes (passes every comparison).
Value Specifies the reference value used with the comparison function for stencil testing.
Mask Specifies the mask value applied to the source and destination data during stencil testing, useful for targeting specific bits during comparison.
StencilFail Sets the stencil buffer operation if the stencil test fails.
  • SetToZero: Sets the value to zero.
  • Keep: Keeps the current value.
  • Replace: Replaces with the reference value.
  • Increment: Increments by one, clamps at max.
  • Decrement: Decrements by one, clamps at zero.
  • Invert: Inverts bits.
  • IncrementWrap: Increments by one, wraps to zero if exceeded.
  • DecrementWrap: Decrements by one, wraps to max if below zero.
DepthFail Sets the operation if the stencil test passes but the depth test fails. Options are the same as StencilFail.
DepthPass Sets the operation if both the stencil and depth tests pass. Options are the same as StencilFail.
WriteMask Specifies the mask value used when writing values to the stencil buffer, allowing control over which bits are written.

Default Shader Config

For Shader Configuration in detail, see Shader Configuration.

During FBX import, no automatic shader assignment for the imported scene is performed. This means the imported nodes have no shader attachments in the node appearance, and rendering is done according to a default shader configuration as specified in the Default Shader Configuration dialog (See below image).

Same default shader configuration is applied during asset generation, for all nodes having no shader program explicitly assigned.

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The default initial shader values for each 3D object type are shown in the table below.

3D Object Type ShaderProgram UniformSetter
Billboard RefTrans_RefTex TransShaderParamSetter
CanvasSpriteWithNoTexture RefCanvasTrans_RefTex
CanvasTransShaderParamSetter

CanvasSpriteWith1Texture
MeshWithNoTexture RefTransLight1_RefColor TransLightShaderParamSetter
MeshWith1Texture RefTransLight1_RefColorTex TransMorphingMeshTexShaderParamSetter
MorphingMeshWithNoTexture RefTransLight1Morph_RefColor TransMorphingMeshShaderParamSetter
MorphingMeshWith1Texture RefTransLight1Morph_RefColorTex TransMorphingMeshTexShaderParamSetter
PlanarShadow RefTrans_RefUniDiffuseMat TransUniDiffuseMatShaderParamSetter
PointSprite RefTransPointSprite_RefPointSprite TransPointSpriteShaderParamSetter
SkyBox RefTransCubeMap_RefCubeMapTex -
SkinningMeshWithNoTexture RefTransLight1Skin_RefColor TransLightShaderParamSetter

SkinningMeshWithTexture RefTransLight1Skin_RefColorTex
CanvasText -

Default Shader Params

For Shader Configuration in detail, see Shader Configuration.

On this panel, you can change the default names of values specific to the semantics of the UniformSetter.

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Color Palette

Color and Font as Template

Each TextNode (the text brush) has to be configured for using:

  • a specific Color
  • a specific Font

It is possible to define some color templates or font templates by using "Color Palette..." or "Font Palette..." that can be found in Solution Options menu ("File" > "Solution Options").


Color Palette

By using the Color Palette many color templates can be saved and kept for future projects. The color templates can be used later to create other solutions and scenes without defining again the properties of a new color.

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Color Preview

Selecting a color from the Properties panel will apply the selected color to the elements as preview before closing the editor.

  • The element of the object should be selected on the Scene Tree.
  • All its material colors properties can be set by using the Color palette. The Color palette opens when any type of color - Ambient/Diffuse/Emissive/Specular - is selected in the Properties panel.
  • Any modification of the color will be previewed before closing the editor.
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If there are some color templates previously created, they can be used on any object by selecting them from the Color Palette combo box in the Material's section on Properties.

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Font Palette

To use specific fonts in each TextNode (text brush), you need to configure the font settings in advance. By using the Font Palette available in the Solution Options menu, you can create and manage font templates that define the font type, size, scale, face, and other font properties to be used.

The created font templates can be applied to each TextNode through the Text Style Editor and can be used across all solutions and scenes during project development. This allows you to apply consistent font settings efficiently across multiple text elements without the need to specify the fonts individually each time.

Font Palette UI

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1 Font Select the font to use. Choose from the fonts available in the system or within the project from the dropdown list.
2 Size Specify the font size in points. The larger the number, the larger the text will appear.
3 Scale X/Y

Specify the scaling ratio for the horizontal (X) and vertical (Y) directions of the text. The default value is 1 (original size), and setting it to 2 will double the width/height. This option provides the optimal way to scale text without pixelating the glyphs.

4 Face

Select the style included in the font (such as Regular, Bold, Italic). This can be used when the selected font contains multiple styles. For TTC fonts, it is recommended to create individual styles for each face included within the font.

5 Blur Effect

The Blur Effect is a function that adds a glow effect to the font. It can be used to enhance visibility or to add design accents by applying a soft glow around the text. 

  • Glow: Enables the glow effect when checked.
  • Width: Specifies the width of the glow effect. It can be set in five levels, with higher values creating a wider glow.
  • Opacity: Specifies the opacity of the glow effect. 100% is fully opaque, while 0% is fully transparent.

For details about this option, please refer to here.

/6 Import fonts Import external font files into the project. Supports formats such as *.ttf and *.otf.
7 Save Save the current settings as a new font definition. It will be registered under a different name from existing definitions.
8 Update Overwrite and update the selected font definition with the current settings.
9 Delete Delete the selected font definition. Note that deletion is irreversible.
10 Rename Rename the selected font definition. The name will serve as the identifier when using the font settings in the Text Style Editor and other areas.

Procedure to Enable the Blur Effect

This option can only be configured when CANDERA_FONTENGINE is set to Monotype. If any other setting is used, this option will not be displayed and cannot be utilized.

Configuring the CGI Studio Build Environment (CMake)

For information on building a build environment using CMake, please refer to this page.

  1. Open the CMake configuration for your CGI Studio project.

    • Please refer to this page for information on the source directory to specify when using CMake.

  2. Set the CANDERA_FONTENGINE CMake flag to Monotype.

    • Please refer to this page for instructions on how to configure Monotype using CMake.

  3. Use CMake to “Configure” the changes and then “Generate” the solution files.

Building SCHost.dll

Close SceneComposer before building SCHost.dll, otherwise SCHost.dll cannot be copied to the SceneComposer location.

  1. Open the generated Visual Studio solution (e.g., Player.sln).

  2. Build the SCHost project.

  3. Ensure that Scene Composer is not running before starting the build.

    • Copy the built SCHost.dll to the directory where the Scene Composer executable resides.

    • If the CMake variable CGIAPP_SCENE_COMPOSER_PATH is properly configured, the DLL will be automatically copied to the directory containing the Scene Composer executable.

    • If it is not configured, you will need to copy the DLL manually.

  4. If you are using the 64-bit version of Scene Composer, ensure that SCHost.dll is also built as a 64-bit DLL.

After completing the above steps, launch Scene Composer and confirm that the Blur Effect option is displayed in the Solution Options > Font Palette dialog box.

Text Style Palette

The Text Styles palette section allows you to create, edit, and delete various text style templates.

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If there are no imported fonts, fonts can be imported using the [ Import Fonts... ] button in the upper right corner of the Text Styles palette section. The [ Import Fonts ] dialog window displayed by this button can also be displayed by selecting fonts from the menu bar [ Import > Import Resources... ].

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Text styles are required for nodes and controls that display text. For example, 2D text nodes have a property called [ Style ] and controls such as text controls and text button controls have a property called [ TextStyle ]. These properties can be used to set the text style.

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Adding a new Text Style

To add a new text style, press the Add Text Style button to open the Add New Text Style dialog.

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Please refer to Font Palette for detailed information about the "Default font" field.


The newly created created text style has four different sections on the right side of the Text Styles palette window.

The following subsections are provided below the text style section.


Fonts can be configured based on unicode range and language. In other words, the ISO code of the language (the standard nomenclature used to classify languages) conditions the font selection.

Entries

Entries can be set to different fonts, which are used for text edited in Scene Composer. First, new children must be added using the "+" button. Any child can be deleted and the order in which they appear can be changed. Every new child has three main properties.


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Bound in Entries represents an ASCII decimal value corresponding to all the letters of the Latin alphabet (65 to 90 are uppercase letters from A to Z, 97 to 122 are lowercase letters). If a specific font is selected, and the Lower Bound selected is 65 (= U+0041) and the Upper Bound is 90 (= U+005A), then all uppercase letters in text using that style will be rendered in that specific selected font.

Bound set in decimal is automatically converted to the corresponding ISO code when the Enter key is pressed.
For example, if Lower Bound is set to 3311, pressing the Enter key will automatically display it as the ISO code "U+0CEF". If Lower Bound is set to 200000, it will automatically display it as the ISO code "U+1E8480".
Values greater than U+010000 are plane units.

Cultures

In Culture, different items can be set after adding children in the same way as above. In this way, all text style items are grouped by Culture. For more information, see Culture Setting.

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In the image below different cultures and entries can be seen (Click to enlarge image).

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It is possible to create a style which uses a specific font associated for any letter if desired.

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  • The "Text Style" section has a great importance because of the selection of the main font used in association with a created style.
  • The "Metrics" section presents font line spacing information. The edited results are reflected in the Scene Editor, and the edited values are also used when outputting assets.
    • Ascender: defines the part of a lower-case letter that is taller than the font's x-height
    • Descender: defines the portion of a letter that extends below the baseline of a font.
    • Line Height: represents the vertical distance between lines of text
          lineGap = lineHeight - (ascender - descender)
      
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  • The "General" section provides all the necessary information about the created style: Name, Description, Icon and so forth.
  • The "Asset" section provides information about exporting, Id, Symbolic name, and Candera name and path.

To find the cultures that are used and the fonts that were set, a verification is done until a valid configuration is found. The codepoint resolution is done according to rules verified in the following order:

  • Check if Active Culture is in the Culture list of the current TextStyle
  • Check if Active Culture is in the Culture list of the Base Style
  • Configuration of Entries in current Text Style
  • Configuration of Entries in Base Style
  • Default Font from current Text Style
  • Default Font from Base Style

If none of the above checks will give any result, the default code point will be used.

Text Style Editor

There are three ways to open the Text Style Editor:

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TextStyles from the ConstructionKit are not editable.

The Text Style Editor is a dialog that is focused on editing Text Style properties. It provides three sections, which can also be found in the Properties panel:

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All text styles are based on the Default Font, which can be changed by clicking on the item selection icon on the right (see figure below). After clicking on the icon, the Font Palette dialog opens and the Default Font can be selected from the selection box.

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Items in the [ Entries ] and [ Cultures ] sections can be edited using the toolbar on the right (see figure below). Pressing the [ Add Item ] icon opens the Text Style Entry Editor dialog where you can edit additional items.

The items in the "Entries" and "Cultures" section can be edited using the little toolbars on the right.

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When sorting configuration items within Cultures, only items within the same Cultures can be sorted.
In the figure below, the user can swap rows 1 and 2 (both with Culture as "en"), but not rows 2 and 3.

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Text Style Entry Editor 

The Text Style Entry Editor is used to add or edit items. This editor can be displayed in two ways The Text Style Entry Editor UI that is displayed also depends on the method selected.

  1. Press the + icon on the right side of the Entries or Cultures section of the Text Style Editor ( Add Entries ).
  2. Double-click on an item that has already been set ( Edit Entries ).
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Add Entries

As mentioned above, if you press the + icon to the right of the Entries section in the Text Style Editor, the Text Style Entry Editor shown below will appear. Settings can be made for multiple Entries.

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1 Add/Remove Bounds button

Add and remove Bounds ranges for use in Entries. Press the + button to add and the - button to delete.

  • By pressing the + button, the Bounds range is added to the "Setting Bounds List" in the next section.
  • To delete an item, select the item to be deleted in the "Setting Bounds List" in the next section and press the - button.
2 Setting Bounds List

The Bounds list range added/edited in the previous section will be displayed.

3 Select All / Deselect All button

Select and deselect the checkboxes of the displayed Bounds items (red frame in the above figure) at once.

  • By pressing the left button, all check boxes are checked.
  • By pressing the right side button, the currently selected checkboxes will be unchecked all together.

The Lower/Upper Bound value is automatically set according to the check status of the Bounds item's checkbox. For more information on the behavior of the set values, see Bounds Range Setting.

Edit Entries

Bounds editing for the selected Entry on the Text Style Editor. Here you will perform editing operations on the Bounds range set in  Add Entries.

Similar to the explanation for Add Entries, the selection status of the checkboxes in the Boud list (red frame in the figure below) changes when the [Select All/Deselect All] button (orange frame in the figure below) is operated.

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Bounds range setting

In the Text Style Entry Editor, the Bounds range for each Entry is set by checking the checkbox for each Bound displayed in the list.

Font

Pressing the item selection icon opens the Font Palette dialog, where you can select a new font.

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Select Culture

When editing items in the Cultures section of the Text Style Editor (orange frame below), you can use this pull-down menu (red frame below) to select the culture.

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When editing the Text Style Entry Editor from the Entries section of the Text Style Editor (blue frame above), the pull-down menu in the Culture section (red frame above) is disabled and Culture cannot be selected.

Clear Mode

The "Clear Mode" item can be created via "Solution Explorer" panel by using the context menu option ("Add" > "New Item"). In this way, all its specific properties ("Clear Color", "Enable Color Write", "Enable Depth Clear" and "Enable Stencil Clear") are related with just one item instead of being included among many other properties of every render target.

A Clear Mode Palette View is available in Solution Options. By using it ("File" > "Solution Options"), it is possible to create different clear mode items which can be saved and reused.

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If there are many render targets which are referencing the same clear mode item, it is enough to modify the desired property just once rather than modifying all of them.

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After the creation of a "Clear Mode" item, it can referenced by one or more Render Targets. This operation can be done using the "Clear Mode" property available in the "Properties" panel associated with any available render target.

If a ClearMode is a associated to a RenderTarget, the RenderTarget is cleared using that ClearMode before any of the attached cameras renders to it.

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See also:

Bitmap Profile

Bitmap Profile

When a graphic object that contains one or many bitmaps is imported, the user has the possibility to set an explicit bitmap profile. Any bitmap profile contains three basic properties which can be set to create a specific profile: "Converter", "Format", and "Origin".

The "Bitmap Profile" feature is accessible in the lower part of any import panel that imports objects which contain bitmaps ("Import FBX", "Import Images", "Import from Solution", "Import from Photoshop").

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If there are available many bitmap profiles, the user will be able to select any of them by using the drop-down menu. If not, the user can use the "Browse" but to open the "Bitmap Profiles" dialogue which allows the creation of any desired bitmap profile.

Alternatively, the "Bitmap Profile" dialogue can be open via "Solution Options" panel. (Select "File" > "Solution Options".)

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The Solution Explorer context menu allows the creation of a bitmap profile, too. ("Add" > "New Item")

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All the created bitmap profiles are available in "Solution Explorer" panel. They can be organized in a separate folder. By double clicking on any bitmap profile the "Bitmap Profiles" panel becomes accessible.

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A default bitmap profile can be specified and it will be used for all bitmaps which do not have a profile set explicitly. If necessary, it is possible to set a default bitmap profile by copying any profile previously created by the user. To do this operation it is enough to use the context menu by right click on a created bitmap profile as can be seen in the image below.

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Known Issues

When the selected bitmap profile is RLE, RGB565 or RGB888, and the Alpha channel is cut off, a displayed image seems scrambled. In fact, the image is not scrambled, but contains all the artifacts in the source. The affected pixels have a color component and an alpha value of zero. Therefore, the artifacts are not visible when the alpha channel is enabled. When the alpha channel is cut off, then the color channels are shown and therefore those areas get visible.

The solution to this is that the source image has to be modified to remove the color from the areas within zero alpha.

Icon Picker

It is possible to set any type of image as an icon. This "Icon Picker" feature is accesible in the "Solution Options" panel. (Select "File" > "Solution Options".)

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The first step towards the creation of a new set of icons is to add images. To select images use the "Import Icons" button which can be found in the upper right corner of the panel. In this way the "Import Icons" panel will become available.

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By using the "Select Files" button any desired image and destination folder, for imported images, can be chosen. All images imported as icons will be available as icons and they can be set for any library item (an item which has a folder as Parent) in the solution. The icon can be chosen in the Properties panel.

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When an icon is selected for an item, the icon will become immediately visible in the Options panel.

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Design Master

The Design Master allows selecting an image that will be displayed as background image in the camera view in order to help on editing.

  • Enable this feature by checking the checkbox "Enable" and then selecting the desired image from the existing images of the solution (previous imported images).
  • After that all 2D scenes will have the selected image set as default Design master.
  • Change the image used as background for a specified scene by selecting a different image for the scene property "Design Master" from the Properties panel.
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This feature can also be enabled by using the button placed near Active Rendering.

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Problems Configuration

”Errors", "Warnings" and "Messages" that appear in the Problems panel are listed.

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For more information about the Problems Panel, see Problems Browser.

Player Configuration

Configure settings related to CGI Panel startup.

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Panel Path

Specifies the path to the CGI Panel. By default, the path points to the correct executable but the path can be changed or browsed for with the [ Browse ] button.

Panel Path Type

Specify the path type to the CGI panel from the following three types. [ Relative to Scene Composer] is selected by default.

  • Absolute
  • Relative to solution
  • Relative to Scene Composer
System Parameters Parameters that are automatically sent to the player at startup (not editable).
User Parameters

Additional command line arguments can be customized here. These arguments will be executed in addition to the arguments specified in System Parameters.

Default Scene

Select the scene that will be selected by default for the player. To use this option check the checkbox and select the default scene from the scenes set in the solution.

Automatic port selection

If enabled, a different port will be automatically assigned if the port set in the Application port field is already in use.

Application port

Specifies the port to use when setting up a TCP connection with the application. Normally, there is no need to change the default value of "13048".

Default Render Target Configuration

In the File->Solution Options menu the "Default Render Target Configuration" section allows to set a default render target or to choose whether the camera is activated or not after it has been automatically assigned to the default render target. Default Render Target can also be set to any render target added within the solution.

For more information on how to add a new render target, please refer to Chapter Add a new Render Target.

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Not all cameras can be assigned to a default render target (e.g. newly created 2D camera cannot be assigned to a default 3D render target). 

IBL HDR

Simply specify a single HDR panorama (latlong) image, and the Engine will automatically generate the required IBL textures. Here, you can configure the target image. The generated IBL will be used as a shared resource within the project. You can also configure the HDR panorama (latlong) image settings during importing a glTF file.

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Layout Configuration

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Default Bidi Base Level

Defines how alignment is handled in cases where right-to-left characters such as Arabic or Hebrew (Bidi/Bidi) are mixed in with left-to-right writing such as English.

Default Layout Direction

The Layout Direction property defines how the alignment is handled.

Associated Vertex Buffer

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Here, the original mesh vertex buffer and wireframe vertex buffer information are managed as unique vertex buffer association information.

Vertex Buffer Vertex buffer to provide model geometry data
Wireframe Vertex Buffer Wireframe vertex buffer providing model geometry data

When importing an FBX file, the vertex buffer and the wireframe vertex buffer are automatically registered if the [ Import as wireframe ] is enabled.

If the vertex buffer association information is available, you will see [ Wireframe Enabled ] in the context menu of the 3D scene or 3D node.

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