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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...
Image Flipping
Flipping transforms the content prior to warping the image on screen. Flipping is supported only when warping is enabled. The following orientations are supported: Candera::DisplayOrientation::Unchanged Candera::DisplayOrientation::HorizontallyFlippe...
Warp Image Bounds
Warp image bounds comprise upper left corner point of the bitmap image area, its width, and height (normalized to the range [0..1]). They are used to specify to Candera which part of the rendered display image shall be mapped to the warping mesh computed fro...
Appendix A: Sample code
Please refer to the following code snippets for information on how to the Warping Library and Candera are used in order to calculate the warped output that will be rendered on display. Create Warp Matrix en_warp_result_t enResult = WarpResultSuccess; ...
Overview
The system view shows the location of the warping library in the system as well as connections to other components. Globally, the warping library consists of two parts, the warping application module and a warping platform module. The platform m...
Creation
Library for Host Environment The source code for building the Warping Application Module (aka Warping library) is located in the src/WarpingLibrary sub directory. In a console window, run one of the batch files referring to Visual Studio (example: run_cmake...
Build and Run Sample Applications
This page gives an overview and explanations on how to build and execute sample applications for different host or target systems. Host Environment Build Application WarpingSample1 for Windows Host The source code of the warping sample application WarpSam...
Concept and Use Cases
Control Concept Controls are template scenes created for later reuse via control nodes. They are meant to be interactive. To make them interactive they can be filled with Behaviors. A control collects a part of the scene graph and Behaviors into a single enti...
Use Controls
Use Controls Controls are displayed in Toolbox panel from where they can be dropped into scenes which will result in control nodes. A "Show Controls as Big Icons/List" button is available in the upper right corner. If this button is used, a different...
Create Controls
Save a Node As Control Save nodes as control using: "Save as Control" context menu item on a selected node in the Scene Tree panel. The new control will contain both node and all its children. "Save Children as Control" context menu item on a select...
Edit Controls
Edit Controls Controls are listed in Toolbox-Controls panel and Solution Explorer panel. By double clicking on a control, it will be opened for editing just like a normal scene. Editing controls allows to: Modify the scene graph structure and conten...
Expand Controls
Expand Controls If a control node needs to be customized for a specific set of scenes, it might be useful to decompose an existing control to create a new, customized version of it. For this, use the context menu option "Expand Control Node" on a selected co...
Augmented Reality Controls (AR Controls)
1. Introduction This section describes CGI Studio controls to enable augmented reality applications with CGIStudio, which were designed for generic navigation overlay use case in the automotive area. Typically in video see-through AR, a real world video feed ...
Programmable Graphics Pipeline
Description When working with shaders, a fundamental knowledge of OpenGL ES 2.0 / 3.0 and the corresponding GLSL ES 1.0 / 3.0 shader language is required, to unleash the freedom and power programmable graphic pipelines provide, compared to the former fixed-fu...