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Drawcall Batching/Geometry Instancing

Performance Optimization CGI Studio Optimization Techniques

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...

Enterprise Edition

Courier Specific

Performance Optimization CGI Studio Optimization Techniques

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...

Enterprise Edition

CGI Analyzer

Performance Optimization

Enterprise Edition

Overview

Performance Optimization CGI Analyzer

Description Analyzer is an application which provides several measurement and analysis tools. These tools can be used in connection to CGI Studio projects. This section provides an overview of Analyzer features. For a more detailed explanation, please click ...

Enterprise Edition

Configuring and Loading an Animation

Candera Tutorial for Animation Manipulation

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...

CMake path
CMake path
Enterprise Edition

Controlling Animations

Candera Tutorial for Animation Manipulation

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...

Enterprise Edition

Using Animation Callback Functions

Candera Tutorial for Animation Manipulation

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: ...

Enterprise Edition

Manipulating Animation Keyframe Sequences

Candera Tutorial for Animation Manipulation

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...

Enterprise Edition

Multiple Render Targets

Candera Tutorial for Graphic Device Interface

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 ...

Enterprise Edition

EGL Context Handling

Candera Tutorial for Graphic Device Interface

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...

Enterprise Edition

Cameras and Render Targets

Candera Tutorial for Graphic Device Interface

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...

Enterprise Edition

Camera Groups

Candera Tutorial for Graphic Device Interface

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...

Enterprise Edition

Proxy Texture Image

Candera Tutorial for Graphic Device Interface

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...

Enterprise Edition

Multisample Anti-Aliasing Offscreen Render Targets

Candera Tutorial for Graphic Device Interface

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...

Enterprise Edition

External Texture Image

Candera Tutorial for Graphic Device Interface

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...

Enterprise Edition

Level of Detail (LOD)

Candera Tutorial for Special 3D Render Techniques

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...

Enterprise Edition

Planar Shadows

Candera Tutorial for Special 3D Render Techniques

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...

Enterprise Edition

Single Pass Effects in Candera > Examples for 3D Effect Shaders

Candera Tutorial for Special 3D Render Techniques

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...

Enterprise Edition