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Candera Engine 3D
2D Composition in 3D using Canvas Objects. New node types have been added to the 3D scene graph, namely CanvasSprite and CanvasGroup. Both offer means to realize 2D items in 3D space. These canvas objects are transformable in their local XY plane. CanvasSprit...
Candera Engine 2D
2D Node Render Benchmark Property New methods have been added for getting/setting of render measure value of Node2D: Node2D::SetRenderBenchmark and Node2D::GetRenderBenchmark. These values are used by a camera render strategy and the rendering of the nodes is...
Candera Base
Event Listener This version introduces the foundation for a new event/listener system based on two classes, Implementing the event handlers of IEventListener and EventListener. The motivation for this is to reduce the amount of virtual functions, reduce code ...
Candera Scripting
This version introduces a scripting language agnostic base component system, as well as an implementation that binds the Lua scripting language to Candera. For an introduction to Lua scripting in Candera, refer to this section.
Candera System
Entity Component System This version offers an entity component system to facilitate development using the entity component programming paradigm. An entity component system is a model to attach data (components) to objects (entities). It provides fast iterati...
Candera Device
No changes.
Candera Transitions
This version introduces a basic transition framework to Candera to allow activation and deactivation of nodes or scenes using configurable transition fragments based on a set of rules and a request. Currently only fading and switching is supported. For details...
TextEngine
Support for TTC (True Type Font Container) Support for TTC (True Type Font Container) has been added to TextRendering::Font and TextRendering::FontStore classes. The single fonts inside a collection can be accessed by specifying a Face Index. Inter...
Migration Guide
Following an overview about interface changes between Candera V3.1.1 and Candera V3.2.0. Description Candera V3.1.1 Candera V3.2.0 BitmapImage2D::MemoryPool enumeration changed bitmapImage2D->SetMemoryPool(BitmapImage2D...
Courier V3.2.0
Notes No changes on top of version 3.1.1.
FeatStd Diagnostics
New macro FEATSTD_GUARD A new macro FEATSTD_GUARD(condition) has been added which asserts in debug builds, but in any build mode adds an if-block with condition around. Usage: FEATSTD_GUARD(condition) // handling if condition is not true }
FeatStd Platform
Maximum Thread Name Length changed The Maximum thread name length has been changed to 15 to achieve compatibility with Linux OS.
Candera Related Features
Canvas In order to introduce 2D content in 3D, a new concept will be introduced: Canvas. New scene nodes are available in order to achieve this: Canvas (under the "Nodes 3D" section of the Toolbox), CanvasGroup and CanvasSprite (under the "Canvas Nodes" secti...
SceneComposer Usability Improvements
Integrate Appearance Templates A set of appearance templates was introduced in the default solutions for OpenGL 2.0 and OpenGL 3.0 platforms. Those templates will be available only in the newly created solutions. Migration: in order to make the templates ava...
Candera Engine 3D
Shader Uniform Cache Handles If a shader uses more than a single uniform, a Shader::UniformCacheHandle is the fastest way to access uniform locations. After a uniform cache accessor was registered in a shader with an array of uniforms to be accessed, the resu...
Candera Engine 2D
TextNode2D and TextNode2DLayouter TextNode2D is a RenderNode specialized for text rendering. A TextNode2DLayouter needs to be attached to the node for text layout. The DefaultTextNode2DLayouter implements horizontal or vertical truncation for correct text lay...
Candera Base
TextureImage to Image2D Adaptor An adaptor class TextureImageToImage2DAdaptor was added to enable using a TextureImage (3D only) as an Image2D. The TextureImageToImage2DAdaptor class implements Image2D interfaces and can therefore be used directly with a corr...
Candera Device
Shared Sampler Objects On OpenGL ES 3.0 Platforms texture sampling parameters is decoupled from texture information using sampler objects. The benefit is that multiple textures may share the same sampling parameters and therefore a sampler object. A sampler o...