Advanced Search
Search Results
94 total results found
CGI-Studio Default Behaviors
CGI-Studio already provides multiple Behaviors by default which can already be used in projects. While they are also just Behaviors the follow a new concept for development which has been made possible by the new features of Behaviors. Basic Concept ...
Bitmap Converter
Bitmap Converter SceneComposer SDK supplies basic means to create custom bitmap converter plugins. A bitmap converter plugin is a SceneComposer plugin which implements the IBitmapConverter interface. The IBitmapConverter interface is pretty simple: IEnumerable...
Managing Language Packs using AssetTool
Overview AssetTool application can be used to manage language packs for a given asset. AssetTool application is located in /cgi_studio_bin/AssetTool/ folder and provides the following functionality: Appending a new language pack to an asset Removing an exi...
Custom
For advanced users, the Custom tab enables the user to edit and build the CGI Panel, as well as edit data bindings and Courier definitions.Scripts here, used for general operations, can be changed and customized to fit the user’s needs. Build Configuration A...
Enviroment Variables
Via the Environmental Variables tab you can see all declared environmental variables. The variables on this page are either purely for reference (eg. Control Center Path) or correspond to variable declarations made elsewhere in the Control Center. Changes to ...
Control Center Scripts
Via the Scripts tab it is possible to edit various reference paths for scripts used by Control Center that launch executables, generate codes and assets, and more. Script Files Run Analyzer Script: Script which will be executed when the action is triggered ...
Monotype's Spark Engine
Introduction to Monotype’s Spark engine The Spark engine is Monotype’s lightweight font engine, with a focus on devices with a limited feature set. This is a powerful engine with many capabilities able to provide high quality font rasterization and shaping. Ho...
Multi Frequency Rendering
Description This chapter briefly describes the Multi Frequency Rendering technique supported by Candera. It allows to split rendering of complex parts to several frames, to achieve an overall higher frame rate. Introduction Multi Frequency Rendering Introducti...
Shader Usage in Candera
Description This chapter demonstrates how customized shader programs can be used with Candera. Subject of this chapter depicts how to use the Candera classes to set custom shaders for each node, and how to apply shader parameters. Further, it shows how to real...
Custom Localizer Support
Requirements for Custom Localizer In order to use a custom Localizer, a CMake feature switch CANDERA_CUSTOM_LOCALIZER_ENABLED has to be enabled. This flag will disable the usage of DefaultLocalizer which loads LanguagePacks from an asset. In addition, please e...
Custom Shader for 2D Effects on 3D Devices
Purpose 2D Effects on 3D devices are realized by usage of shader in the RenderDevice2D for implementation of 2D over 3D.Several times, available effects for such devices have been enhanced. Please refer to Open GL related Effects below for more information. O...
Advanced Cluster Solution
Overview This solution shows an advanced 2D cluster example. It consists of various scenes that are necessary to represent an advanced Cluster. The Main Scene consists of gauges that can be manipulated with Controls and Behaviors. Other scenes, like ControlPan...
MenuScreens Solution
Summary A solution exemplifying the use of the Menu Screen Control with DataBinding using sample component. Purpose The user can see how to use the Menu Screen Control and gets to know the core properties and how their values affect the Menu Screens' display....
3D ADAS Control Solution
Summary This solution allows you to check the functions and usage of controls (ADAS-Control) that support the Advanced Driving Assistant System. Marcket Demand to ADAS ADAS visualization in the cockpit: Helps users intuitively receive information about their...
Instrument Cluster Solution
Overview This solutions showcases an automotive instrument cluster covering several features, such as a 3D ADAS control and feature tiles. It demonstrates a solution covering an automotive instrument cluster for an electric vehicle including advanced driving ...
In-Vehicle Infotainment Solution
Overview The in-vehicle infotainment solution showcases a full feature automotive IVI, which could be used as a solution template. The solution has a interactive 3D digital twin, a dashboard, media phone and HVAC and also an application drawer and car settings...
Physically Based Rendering Solution
Summary This solution demonstrates Physically Based Rendering (PBR) in CGI Studio done by basic import of GLTF models. Purpose The user can see the result of using PBR and how to integrate GLTF models in a Scene Composer solution. Description This Solution fea...
A Simple Custom Type Editor
Creating a custom type editor To run this example you must first create a C# project that refrecnes FTC.SDKInterface.dll. The resulting dll from your project (along with any non .NET dependecies) must be placed in the Plugins directory in the FTC install locat...