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Integrate Candera into Custom Build Environments
Integrate Candera into Custom Build Environments For building Candera as part of the Player demo application, please refer to Building the Player. If a custom application should include Candera libraries, this chapter explains the CGI-Studio library build pr...
Features
The build system facilitates CMake capabilities to enable easy creation of customer application builds and to provide centralized build configuration and user settings. Makefile / solution compilation incl. 3rd party components Makefile / solution gene...
Build System Structure
CGI-Studio Build System Structure The build system is a modular environment for CGI-Studio components, automatically detecting Candera, Courier and FeatStd libraries to provide easy application inclusion. This information is outdated with the new cmake envir...
Candera Architecture Overview
Introduction Candera Graphic Engine enables embedded applications to render and control externally designed content, especially 3D content. Applications typically do not manipulate content directly but provide widgets which basically translate high-level even...
Interfaces & Namespaces
Interfaces The Candera public interfaces are covered by the namespaces Candera and various subnamespaces of namespace Candera. All namespaces containing either Internal or Private in the name cover private namespaces, which are not recommended to...
Candera MISRA Compliance
Candera tries to be MISRA compliant as much as possible. For checking MISRA compliance, Coverity® Static Analysis together with the supported MISRA rule set is used. For some reasons we cannot fulfil all MISRA rules, a set of Candera MISRA Rules for Coverity® ...
Startup and Asset Management
Description This tutorial leads through all required steps to initialize and prepare a Candera application for loading a SceneComposer generated asset and accessing content provided by the asset. Initializing AssetLoader and Animations AssetLoader ...
Introduction
The Head-up display (HUD) projects information onto the windscreen glass. An image projected to the windscreen is distorted because the glass is not flat. For correcting this image distortion, warping process shall be used and the original image shall be prepa...
Warping Functionality
The Warping Library supports the following functionality: Warp matrix computation Warp matrix adjustment Reference Point Shift Vector encoding and retrieval Warp image bounds computation Warp Matrix Computation Input: Shift Vec...
Using Warping with Candera
Following are the display properties that required adjustment to use warping with Candera: Enable warping - this should be done before the native handle is available Set warp matrix Set warp image bounds (optional) Apply display settings C...
Configuration of warping parameters
The configuration information passed to the warping library is used to check constraints and as basis for computations. Overall configuration parameter structure The following table details the overall configuration parameter structure and their limits. ...
Warping Areas
The display area comprises the whole image including the grey border, as depicted in the figure below. The bitmap image area is the area within the grey border. This is the area of interest and which should be warped. The reference points are evenly distribut...
Pixel Resolution and Number of Bits per Parameter
Pixel Resolution The pixel resolution determines the warping accuracy. The final displacement of a reference point is the product of the warping parameter by parameter resolution. A warping parameter is therefore given by the desired displacement divided by r...
Reference Points and the Warp Matrix
The warping parameters are based on reference points. These points are mapped by a 2D array containing coordinates inside the bitmap area to be warped. For each reference point, a shift vector is stored by the application. Every shift vector determines the am...
Adjustments
An adjustment is specified by a mode, a direction and a delta. For each reference point and corresponding shift vector, the adjustment is computed and applied. The resulting shift vector is again cached in the warping library. This way of implementation allows...
Asynchronous Asset-Loading
Description This tutorial describes Asynchronous Asset-Loading and provides short examples on how to load a bitmap. Asynchronous Asset-Loading Asset Loading, especially reading from the asset repositories, can be a time consuming task, which blocks the CPU ...
9-patch image
For full description of the 9-patch check 9-patch image chapter. BitmapNode sample Import an image in Solution Explorer window. To configure the image as a 9patch image, click on my_image from the Solution Explorer window and change in the Properties...
Overview
This chapter gives and overview of Lua-Scripting. What is Lua-Scripting? Lua-Scripting is an extension of the base scripting system binding Lua to Candera. It gives you the opportunity to manipulate graphical objects using the Candera engine API. Compared t...