Advanced Search
Search Results
94 total results found
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...
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 ...
Structural View
Design Constraints Layouters for 2D scenes CGI Studio Layouters are currently available for the 2D scene environment only. However the application of layouters with the 3D Canvas is being prepared. Disable 2D layout To save computing power and code size fo...
Dynamic View
Measure and Arrange Computing the layout in CGI Studio consists of two calls: a measure call and an arrange call. In the measure call the system determines the elements’ size requirements. The parent element tells its child elements how much space is availabl...
Custom Effect Set
It is now possible to configure the list of Effects required by the application. A new project will be created in this regard, which will include the generated EffectSet and the necessary dependent source files. CMake Flag A new flag has been introduced to s...
Behaviors and Events
This chapter explains how the Event-System in Behaviors work. General Behaviors communicate via Events with each other and with other components of the application. For each action a specific event is implemented. An Event can carry any data or none at all. ...
Behavior Definition
Behavior Definition While SceneComposer can be used to compose the static structure and properties of a scene, with Behaviors it is possible to add dynamics to a static scene structure. A Behavior is defined by behavior attributes: Name, Type, Proper...
Implementation
This page gives an overview of how Behaviors can be implemented. How to implement a Behavior There is very little difference between implementing a Widget and implementing a Behavior. Though there are some difference which will be explained below. Base Clas...