Skip to main content
Advanced Search
Search Terms
Content Type

Exact Matches
Tag Searches
Date Options
Updated after
Updated before
Created after
Created before

Search Results

94 total results found

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

Multi Pass Effects in Candera > Examples for Local 3D Effect Shaders

Candera Tutorial for Special 3D Render Techniques

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...

Enterprise Edition

Multi Pass Effects in Candera > Examples for Global 3D Effect Shaders

Candera Tutorial for Special 3D Render Techniques

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...

Enterprise Edition

Transform Feedback

Candera Tutorial for Special 3D Render Techniques

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 ...

Enterprise Edition

Structural View

Layouter

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...

Enterprise Edition

Dynamic View

Layouter

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...

Enterprise Edition

Custom Effect Set

2D Effects

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...

Enterprise Edition

Behaviors and Events

Controls and Behaviors Behaviors

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. ...

Enterprise Edition

Behavior Definition

Controls and Behaviors Behaviors

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...

Enterprise Edition

Implementation

Controls and Behaviors Behaviors

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...

Enterprise Edition