Solution Options
- General Configuration
- Data Backup
- References
- Cultures
- Solution Information
- Default Render Mode
- Default Shader Config
- Default Shader Params
- Color Palette
- Font Palette
- Text Style Palette
- Clear Mode
- Bitmap Profile
- Icon Picker
- Design Master
- Problems Configuration
- Player Configuration
- Default Render Target Configuration
- IBL HDR
- Layout Configuration
- Associated Vertex Buffer
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
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.
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Library Type:
Specifies whether the current solution should function as a standard project (Solution) or as a reusable library (SCL: Shared Component Library). When configured as an SCL, the solution can be exported as an archive containing SCML, binary files, and metadata, and then reused in other projects. -
Library Id:
A 32-bit unsigned integer used to uniquely identify each item in the library within the solution. If the value is set to 0, it will be automatically generated upon saving. -
Safety Asset Custom Id:
This field is used to assign additional identification information related to safety or functional classification. It can be helpful for asset-specific management and control purposes.
Asset Culture
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
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
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
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
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
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
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
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
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
Selects the memory pool used when loading image data. This setting can affect asset performance and memory usage.
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VideoMemory:
Stores images in GPU video memory (VRAM). Recommended when high rendering performance is required. -
ClientMemory:
Stores images in CPU system memory (RAM). Useful for maximizing compatibility or when VRAM usage needs to be minimized. -
ExternalMemory:
Uses externally managed memory regions. This is typically used in embedded environments where memory is shared or managed by external systems.
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.
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.
Cultures
In order to compose texts in different languages, a culture (language setting) must first be created.
| (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.
| 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.
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.
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.
|
| Winding | Defines the front face of a polygon by setting the vertex drawing order to clockwise or counterclockwise.
|
| 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.
|
| 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.
|
| 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.
|
| 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.
|
| 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.
|
| 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.
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 | - |
- The initial value of SharedInstanceId is "0" for all types.
- In CanvasText, there is an AppearanceCollection, with an initial value of "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.
- Select the target for editing from the [ Auto Uniforms ] and [ Shader Attributes ] tabs.
- After changing the default name, click the arrow button (the orange frame in the above image) to return the name to the default name.
- Clicking on [ Reset All ] will return all edited items to their default names.
- Clicking [ Clear All ] will delete all names.
- When the editing operation is complete, click [ OK ] button at the bottom of the Solution Options dialog to save the edited results.
- If [ Cancel ] button is pressed, the edits will not be saved.
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.
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.
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.
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
| 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.
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.
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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.
-
-
Set the
CANDERA_FONTENGINECMake flag toMonotype.-
Please refer to this page for instructions on how to configure Monotype using CMake.
-
-
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.
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Open the generated Visual Studio solution (e.g.,
Player.sln). -
Build the
SCHostproject. -
Ensure that Scene Composer is not running before starting the build.
-
Copy the built
SCHost.dllto the directory where the Scene Composer executable resides. -
If the CMake variable
CGIAPP_SCENE_COMPOSER_PATHis 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.
-
-
If you are using the 64-bit version of Scene Composer, ensure that
SCHost.dllis 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.
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... ].
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.
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.
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.
- Text Style
- Metrics
- General
- Asset
The following subsections are provided below the text style section.
- Entries
- Cultures
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.
- Lower Bound
- Upper Bound
- Font
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.
In the image below different cultures and entries can be seen (Click to enlarge image).
It is possible to create a style which uses a specific font associated for any letter if desired.
- 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)
- 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:
- Select a TextStyle in the Text Style Palette and press the Edit text style button, which will open the Text Style Editor.
- Double-click on a TextStyle in the Solution Explorer panel.
- Select a TextStyle in the Solution Explorer panel and choose Edit from the context menu.
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:
- Text Style properties
- Entries
- Cultures
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.
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.
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.
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.
- Press the + icon on the right side of the Entries or Cultures section of the Text Style Editor ( Add Entries ).
- Double-click on an item that has already been set ( Edit Entries ).
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.
| 1 | Add/Remove Bounds button |
Add and remove Bounds ranges for use in Entries. Press the + button to add and the - button to delete.
|
| 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.
|
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.
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.
- Click on the [ Select All ] button
All Bounds will be checked and the Lower/Upper Bound values will be set as follows.
Lower Bound value: U+0000
Upper Bound value: U+FFFFFFFFFFF
- Click on the [ Deselect All ] button
All Bounds will be unchecked and the Lower/Upper Bound values will be set as follows.
Lower Bound value: Lower value of the upper Bound item in the list among the Bound items in the selected range.
Upper Bound value: Same value as the Lower Bound value already set.
- Check any Bound item
When any Bound item is checked, the Lower/Upper Bound values are set as follows.
Lower Bound value: Lower value of the upper Bound item in the list among the Bound items in the selected range.
Upper Bound value: Upper value of the lower Bound item in the list among the Bound items in the selected range.
Font
Pressing the item selection icon opens the Font Palette dialog, where you can select a new font.
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.
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.
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.
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.
- 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").
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".)
The Solution Explorer context menu allows the creation of a bitmap profile, too. ("Add" > "New Item")
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.
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.
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".)
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.
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.
When an icon is selected for an item, the icon will become immediately visible in the Options panel.
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.
This feature can also be enabled by using the button placed near Active Rendering.
Problems Configuration
”Errors", "Warnings" and "Messages" that appear in the Problems panel are listed.
- By checking the [ Suppress ] checkbox on the panel, you can hide the notifications that appear in the Problems panel.
- Even if this option is enabled, "Warnings" and "Messages" will be hidden, but "Errors" will still be displayed.
For more information about the Problems Panel, see Problems Browser.
Player Configuration
Configure settings related to CGI Panel startup.
| 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.
|
| 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.
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.
Layout Configuration
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.
- Implicit: Depends on the first strong character in the string. In other words, if the string begins with "a", it is searched from left to right, and if it begins with "ت", the search is from right to left. If it begins with a space, colon and so on, the first character is searched for in the explicit direction.
- LeftToRight: Placement is fixed from left to right.
- RightToLeft: Placement is fixed from right to left.
- Culture: The orientation set in Culture will be applied regardless of the orientation of the parent layout.
- Inherited: The placement inherits from the parent's layout orientation. If no layout orientation is set for any parent, the orientation specified in Culture will be applied.
- Deprecated: Same as Inherited.
Default Layout Direction
The Layout Direction property defines how the alignment is handled.
- LeftToRightDirection: The alignment is fixed to left-to-right
- Right-To-LeftDirection: The alignment is fixed to right-to-left
- AutomaticDirection: This is the default layout direction. The default interpretation of AutomaticDirection is to inherit the parent’s value (InheritDirection). If no value is set on any parent, and therefore nothing can be inherited, the culture layout direction is used (CultureDirection).
- InheritDirection: Alignment is inherited from the parent layout direction. If no layout direction is set on any parent, the direction of the current culture is used.
- CultureDirection: The alignment depends on the culture and is independent of the parent layout direction.
- Right-to-left for Arabic and Hebrew
- Left-to-right for most languages (e.g. English, German...)
- Right-to-left for Arabic and Hebrew
Associated Vertex Buffer
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.