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Drawcall Batching/Geometry Instancing
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...
Courier Specific
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...
CGI Analyzer
Overview
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 ...
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...
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 ...
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...
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...
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...
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...
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...