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Textures
Draw Objects Sorted by Texture This way the texture cache isn't flushed between objects. See also above, "Render Objects with Same Rendering State". Texture Cache Consider the size of the texture cache when defining textures. Cache misses can slow perform...
Part 3: Subchart and History State
This page explains the procedure for setting up complex scene transitions using Subchart and History State in CGI Studio. Media State is converted into a Subchart, and bidirectional transitions between the three sub-scenes—Radio, Bluetooth, and USB—are config...
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 ...
Multi Frequency Rendering
Description This chapter briefly describes the Multi Frequency Rendering technique supported by Candera. It allows to split rendering of complex parts to several frames, to achieve an overall higher frame rate. Introduction Multi Frequency Rendering Introducti...
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 ...
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...
Drawcall Batching/Geometry Instancing
Description This chapter describes how Candera's Drawcall Batching utilizes Geometry Instancing and how to set it up. Introduction OpenGL ES3.0 introduced a feature called Geometry Instancing. With this feature, a vertex buffer can be drawn several times us...
Courier Specific
MFR - Multi-Frequency Rendering in Courier Multi-Frequency rendering in Courier can be used to create custom sort criteria for the render jobs. By default, the Courier::RenderJobStrategy sorts them like this: offscreen render jobs before Display re...
Part 4: Add an Incoming Call
This page explains the procedure for adding an Incoming Call scene and configuring the state machine to display the scene with the Enter key and hide it with the ESC key in CGI Studio. The existing Phone scene is duplicated to create the IncomingCall scene, a...
Part 5: Count Received Calls
This page explains the procedure for adding an incoming call count function and displaying the count on a text node in the Main Menu scene in CGI Studio. A "Received Calls: %d" text node is added to the Main Menu scene, and the call count is updated as a rela...
Overview
This tutorial describes how to configure a simple IVI solution using the file IVI_sample.psd. This file can be found in the following location: ...\2D\PSD\IVI_Sample.psd This sample uses the Smart Importer to import necessary images and create pre-co...
Part 1: Smart Importer
This section describes the creation of a new Solution. We will use the Smart Importer to import a Photoshop .psd file. Smart Importer will analyze the PSD file and try to identify which controls are included in the picture. The final assignment of controls (su...
Part 2: Set-up Scene
This section uses the scene imported in Part 1. The steps describe how to group RadioButtons with a GroupBox so that only one of the RadioButtons can be selected at a time. Activating the Imported Scene In the Solution Explorer navigate to the imported I...
Part 3: Configure Behaviors
This page explains how to configure interaction between various components of the scene with Behaviors using Fusion. Changing the playback time value by moving the slider knob for playback music Changing the state of the temperature progress bar by p...
Part 4: Animation settings
This section describes how to create an animation that animates the position and size of an object. Here, the thumbnail image of the music is animated. Configuring the Animation In the Scene Tree panel navigate to the RenderNode2D Cover and right-click it....
Part 5: Configure State Machine
State Machine feature is used to configure a Music State and a Navigation State. Transitions are created from one state to the other. Behaviors are set up using the powerful Fusion Editor. These behaviors trigger the configured transitions and set GroupNodes v...
Surface Effects and Combinations
Draw Objects Sorted by Texture Spherical Environment mapping for static surface reflections is supported by Candera. The texture coordinate of the Spheremap will be calculated dynamically in the Shader depending on the position of the camera. Furthermore the ...