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The OpenGL ES Shading Language
Description The focus of this chapter is to understand how to write shader programs in conjunction with Candera. In OpenGL ES 2.0 / 3.0, the OpenGL ES Shader Language (GLSL ES) is used as programming language for creating various effects, from simple texturin...
Shader Usage in Candera
Description This chapter demonstrates how customized shader programs can be used with Candera. Subject of this chapter depicts how to use the Candera classes to set custom shaders for each node, and how to apply shader parameters. Further, it shows how to real...
Candera Reference Shaders
Description This document describes content and usage of Candera Reference Shaders part of CGI Studio releases. Within this document the set of Candera Reference Shaders is listed with additional information how to use and combine them in 3D applications base...
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 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...
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...
Text rendering: Caching/rendering systems
Description The rasterization of a glyph is a very costly operation. Paired with shaping and positioning algorithms, it becomes even more expensive. One strategy to counter this is a caching and rendering mechanism. A cache is a storage type which maps a key ...
Introduction
Text Rendering involves both the handling of Unicode standards regarding character encoding as well as the generation and rendering of the glyphs. The sub-chapters here explain the basic principles. Character Encodings character encoding system consists of a...
SceneComposer Translator Plugin
Overview CGI Studio SceneComposer Translator Plugin provides the following features: Create, edit and delete translatable texts in the Language Table dialog Set and manage translatable texts in the Text property editor of text nodes or controls and ...
Managing Language Packs using AssetTool
Overview AssetTool application can be used to manage language packs for a given asset. AssetTool application is located in /cgi_studio_bin/AssetTool/ folder and provides the following functionality: Appending a new language pack to an asset Removing an exi...
Using Globalization in Applications
Requirements for Multi Language Support CMake setting CANDERA_GLOBALIZATION_ENABLED is enabled Sources of CanderaGlobalization available Example: Set Culture in the Player The Player provides, if Globalization is enabled in Candera, a check...
Custom Localizer Support
Requirements for Custom Localizer In order to use a custom Localizer, a CMake feature switch CANDERA_CUSTOM_LOCALIZER_ENABLED has to be enabled. This flag will disable the usage of DefaultLocalizer which loads LanguagePacks from an asset. In addition, please e...
Configuring and Loading an Animation
Candera Animation Concept The following key concepts are required to run animations in a Candera application: Candera::Animation::AnimationPlayer provides the control interfaces (use Candera::Animation::AnimationGroupPlayer for animation groups) Can...
Controlling Animations
Controlling Animation Flow This section describes the control flow interfaces of Candera::Animation::AnimationPlayer. Candera::Animation::AnimationPlayer::Start starts the animation Candera::Animation::AnimationPlayer::Stop stops the animation Cand...
Using Animation Callback Functions
Animation Event Listener If an application shall be notified about events of the triggered animation, a listener needs to be implemented. The class Candera::Animation::AnimationPlayerListener allows to listen to a versatile set of animation events like: ...
Manipulating Animation Keyframe Sequences
This method allows to modify specific keyframes of a previously initialized keyframe sequence. Define Keyframe Values Size of array must be equal with the number of values that are already assigned to each keyframe (numberOfComponents). Float keyFrameMa...
Introduction
Multi-Language Support Preparing an application to perform in multiple locales requires the CGI Studio license "Globalization" and in terms of Candera build settings to enable the CMake feature switch "CANDERA_GLOBALIZATION_ENABLED". Preparing an application...
Cameras and Render Targets
Description Content specified in a Candera scene graph is rendered by configuring at least one camera on it. The render result of the camera is projected on a so called render target. This chapter gives an overview about cameras and render targets in Candera...