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2D Scenes and Nodes
Scene Graph The 2D scene graph is a tree structure which organizes nodes of type Candera::Node2D. The root of each scene graph has to be a node of type Candera::Scene2D. All nodes of type Candera::Node2D can hold sub nodes added by Candera::Node2D::AddChild()...
2D Scene Graph Dynamics
Description Usually all required nodes are already specified and preconfigured via SceneComposer, so in most cases it won't be necessary to make any adaptations within the scene graph loaded from an asset at runtime. However, some use cases might require suc...
3D Scenes and Nodes
Scenes and Nodes Candera::Node is an abstract base class for all scene graph nodes. Each node defines a local coordinate system relative to the coordinate system of the parent node. The functionality to define the local coordinate system is deriv...
3D Node Transformations
3D Node Manipulation Example To illustrate basic node transformation operations, the NodeManipulationWidget_3D and the DisplayPositionWidget3D part of the Tutorial Widgets can be used. An usage example for NodeManipulationWidget_3D widget is presented in Node...
3D Node Appearance
Description Candera::Appearance groups following render attributes: Candera::Material, Candera::Texture, Candera::RenderMode Candera::Shader and Candera::ShaderParamSetter. Render attributes define the distinctive visualization of a geom...
3D Scene Graph Dynamics
Description Usually all required nodes are already specified and preconfigured via SceneComposer, so in most cases it won't be necessary to make any adaptations within the scene graph loaded from an asset at runtime. However, some use cases might require suc...
3D Render Order
Description There are various reasons why sorting of objects to render is required: Transparency: Transparent objects must be rendered from back to front, while opaque objects must be rendered from front to back. Performance: Front to back order or ...
Searching for Nodes with SearchTreeTraverser
Searching for Nodes With Candera::SearchTreeTraverser it is possible to find nodes within a given scene tree by certain criteria. The search scene graph traverser is a Candera::TreeTraverserBase implementation that evaluates each node with a given Candera::Se...
Vertex Geometry Builder
Description The Candera::VertexGeometryBuilder class helps effectively build Candera::VertexGeometry objects. Procedural Geometry Example: Wireframe Cube with LineList First example shows how to generate a wireframe cube using a Candera::LineList obje...
Vertex Geometry Modifier
Overview The VertexGeometryModifier, in conjunction with a VertexAccessor, helps to modify VertexGeometry objects by the means of the setters offered by the class interface. The interface offers also getters which are helpful to retrieve the values of the ver...
Candera 3D Listeners
Applications can receive notifications on scene graph events. Therefore implement and use a listener, which defines hooks to receive those notifications. Following listener interfaces are provided in Candera 3D: Candera::RendererListener defines hoo...
Fonts and Styles
Description This section contains information about how to use fonts and styles. Accessing Fonts SceneComposer: Import Fonts For using fonts, first of all the fonts which shall be used need to be imported into the SceneComposer solution. The f...
Using asynchronous text rendering
Description The Candera engine provides asynchronous text rendering to improve the handling of time-consuming text processing. The focus is not to improve performance but to improve resource handling. Asynchronous text rendering requires knowledge of how tex...
Using Candera TextEngine to draw Text
Description The simplest way to draw text with Candera is using a TextNode2D, a 3D text widget from CGI Studio Widget Library, or the 2D TextBrush effect. Refer to: Candera::TextNode2D Candera::TextBrush To learn about how to use Candera::T...
VRAM Upload Culling
Description This chapter briefly describes how to use scope masks for uploading only dedicated content to VRAM. VRAM Upload using Scope Masks content to VRAM in succeeding steps. VRAM Upload Policies Refer to Startup and Asset Management for how to load ...
Rendering Only Updated Content
Description This chapter briefly describes how to achieve performance optimization by rendering only updated content. Introduction Invalidation Introduction Basic principles for composing graphical content: Place content which is never changed in ...
Occlusion Queries and Occlusion Culling
Description In scenes containing nodes with lots of vertices or expensive fragment shaders, the rendering speed can be drastically improved by avoiding to render occluded objects. For this purpose Candera offers the Occlusion Queries and Occlusion Culling, wh...
Bitmap Compression
Introduction Bitmap compression aims to improve the application performance by reducing the bandwidth consumption and asset size and also by speeding up the bitmaps load and upload. Candera supports following formats for compressing bitmaps, that are describ...