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EGL Context Handling
Description EGL is an interface between rendering APIs like OpenGL ES and the underlying native platform window system. Rendering APIs like OpenGL (ES) and OpenVG use EGL contexts to manage their states and resources. EGL Concepts EGL Context: WindowSurfac...
Multiple Render Targets
Description This section explains how to handle Multiple Render Targets by means of a small ping pong like tutorial solution. Example Solution RenderTargetsCamerasSolution in folder cgi_studio_player/content/Tutorials/07_RenderTargetsCameras ...
Texture Render Targets
Description This section explains how to handle Texture Render Targets in 2D and 3D. Example Solutions TextureRenderTargetsSolution in folder cgi_studio_player/content/Tutorials/07_RenderTargetsCameras MixedRenderTargetsSolution in folder cgi_studio_...
Camera Groups
Description This section explains how to use Camera Groups to handle cameras uniformly across multiple scenes. Example Solution CameraGroupSolution example in folder cgi_studio_player/content/Tutorials/07_RenderTargetsCameras Camera Group - I...
Proxy Texture Image
Description This section describes how to use the proxy texture images and how to create custom image sources. Texture Images Candera offers out of the box usage of 2D and CubeMap textures in 3D scenes, which is sufficient in many cases. These two text...
Multisample Anti-Aliasing Offscreen Render Targets
Description This section describes how to set the multisample anti-aliasing (MSAA) property for offscreen render targets. Anti-Aliasing and MSAA Anti-Aliasing In computer graphics, anti-aliasing is a technique used for improving image quality by smoothi...
External Texture Image
How to use EGLKHRExternalTexture To use an DMA buffer as an external texture create an array to hold necessary information. This varies with platforms and types of buffers. This example shows using DMS buffers on RCarH3. //Activate appropriate RenderTarget f...
Level of Detail (LOD)
Description This chapter briefly describes Level Of Detail techniques supported by Candera. See also: Level of Detail in SceneComposer User Manual Example Solution: LODSolution from folder cgi_studio_player/content/Tutorials/08_Speci...
Morphing
Description This chapter briefly describes the morphing technique supported by Candera. See also: Morphing Mesh in SceneComposer User Manual Example Solutions Refer to following solutions in folder cgi_studio_player/content/Tutorials/08_Sp...
Planar Shadows
Description This chapter describes the planar shadow technique supported by Candera. Introduction Planar Shadows Planar shadows are used to algorithmically simulate flat shadows on planar surfaces. The shadow effect is obtained using a Candera::PlanarS...
Baked Shadows
Description This chapter describes the baked shadow technique supported by Candera. Introduction Baked shadows Baking shadows is a method of generating shadows which can be used for scenes where the lights and the objects which cast shadows are not moved ...
Single Pass Effects in Candera > Examples for 3D Effect Shaders
Description This chapter describes special 3D effect shaders techniques supported by Candera. Bump Mapping Description This chapter briefly describes bump mapping techniques supported by Candera. Introduction Bump mapping is a technique in comput...
Multi Pass Effects in Candera > Examples for Local 3D Effect Shaders
Description This chapter describes special 3D effect shaders techniques supported by Candera. Fur Description This chapter describes how to generate the fur effect using the multipass appearance technique supported by Candera. Introduction The fur effec...
Multi Pass Effects in Candera > Examples for Global 3D Effect Shaders
Description This chapter describes how global multi pass effects in Candera can be achieved and special 3D effect shaders techniques supported by Candera. Depth of Field Description This chapter describes how to generate the Depth of Field effect using th...
Transform Feedback
Transform Feedback is the process of capturing primitives generated by the vertex processing step(s), recording data from those primitives into a vertex buffer. This allows one to preserve the post-transform rendering state of an object and resubmit this data ...
2D Shadow Effect
Description This chapter briefly describes how to use the 2D shadow effect. Ensure that this effect is supported by the device platform in use. 2D Configure a Shadow Effect Shadow Effect By using Candera::ShadowBitmapBrushBlend, a c...
2D Mirror Effect
Description This chapter briefly describes how to use the 2D mirror effect. Ensure that this effect is supported by the device platform in use. Configure a 2D Mirror Effect Mirror Effect By using Candera::MirrorBitmapBrushBlend, a m...
2D Blur Effect
Description This chapter briefly describes how to use the 2D blur effect. Ensure that this effect is supported by the device platform in use. Configure a 2D Blur Effect Blur Effect By using Candera::BlurBitmapBrushBlend, a bitmap no...