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Using Animation Callback Functions
Animation Event Listener If an application shall be notified about events of the triggered animation, a listener needs to be implemented. The class Candera::Animation::AnimationPlayerListener allows to listen to a versatile set of animation events like: ...
Manipulating Animation Keyframe Sequences
This method allows to modify specific keyframes of a previously initialized keyframe sequence. Define Keyframe Values Size of array must be equal with the number of values that are already assigned to each keyframe (numberOfComponents). Float keyFrameMa...
Introduction
Multi-Language Support Preparing an application to perform in multiple locales requires the CGI Studio license "Globalization" and in terms of Candera build settings to enable the CMake feature switch "CANDERA_GLOBALIZATION_ENABLED". Preparing an application...
Cameras and Render Targets
Description Content specified in a Candera scene graph is rendered by configuring at least one camera on it. The render result of the camera is projected on a so called render target. This chapter gives an overview about cameras and render targets in Candera...
EGL Context Handling
Description EGL is an interface between rendering APIs like OpenGL ES and the underlying native platform window system. Rendering APIs like OpenGL (ES) and OpenVG use EGL contexts to manage their states and resources. EGL Concepts EGL Context: WindowSurfac...
Multiple Render Targets
Description This section explains how to handle Multiple Render Targets by means of a small ping pong like tutorial solution. Example Solution RenderTargetsCamerasSolution in folder cgi_studio_player/content/Tutorials/07_RenderTargetsCameras ...
Texture Render Targets
Description This section explains how to handle Texture Render Targets in 2D and 3D. Example Solutions TextureRenderTargetsSolution in folder cgi_studio_player/content/Tutorials/07_RenderTargetsCameras MixedRenderTargetsSolution in folder cgi_studio_...
Camera Groups
Description This section explains how to use Camera Groups to handle cameras uniformly across multiple scenes. Example Solution CameraGroupSolution example in folder cgi_studio_player/content/Tutorials/07_RenderTargetsCameras Camera Group - I...
Proxy Texture Image
Description This section describes how to use the proxy texture images and how to create custom image sources. Texture Images Candera offers out of the box usage of 2D and CubeMap textures in 3D scenes, which is sufficient in many cases. These two text...
Multisample Anti-Aliasing Offscreen Render Targets
Description This section describes how to set the multisample anti-aliasing (MSAA) property for offscreen render targets. Anti-Aliasing and MSAA Anti-Aliasing In computer graphics, anti-aliasing is a technique used for improving image quality by smoothi...
External Texture Image
How to use EGLKHRExternalTexture To use an DMA buffer as an external texture create an array to hold necessary information. This varies with platforms and types of buffers. This example shows using DMS buffers on RCarH3. //Activate appropriate RenderTarget f...
Level of Detail (LOD)
Description This chapter briefly describes Level Of Detail techniques supported by Candera. See also: Level of Detail in SceneComposer User Manual Example Solution: LODSolution from folder cgi_studio_player/content/Tutorials/08_Speci...
Morphing
Description This chapter briefly describes the morphing technique supported by Candera. See also: Morphing Mesh in SceneComposer User Manual Example Solutions Refer to following solutions in folder cgi_studio_player/content/Tutorials/08_Sp...
Planar Shadows
Description This chapter describes the planar shadow technique supported by Candera. Introduction Planar Shadows Planar shadows are used to algorithmically simulate flat shadows on planar surfaces. The shadow effect is obtained using a Candera::PlanarS...
Baked Shadows
Description This chapter describes the baked shadow technique supported by Candera. Introduction Baked shadows Baking shadows is a method of generating shadows which can be used for scenes where the lights and the objects which cast shadows are not moved ...
Single Pass Effects in Candera > Examples for 3D Effect Shaders
Description This chapter describes special 3D effect shaders techniques supported by Candera. Bump Mapping Description This chapter briefly describes bump mapping techniques supported by Candera. Introduction Bump mapping is a technique in comput...
Multi Pass Effects in Candera > Examples for Local 3D Effect Shaders
Description This chapter describes special 3D effect shaders techniques supported by Candera. Fur Description This chapter describes how to generate the fur effect using the multipass appearance technique supported by Candera. Introduction The fur effec...
Multi Pass Effects in Candera > Examples for Global 3D Effect Shaders
Description This chapter describes how global multi pass effects in Candera can be achieved and special 3D effect shaders techniques supported by Candera. Depth of Field Description This chapter describes how to generate the Depth of Field effect using th...