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Memory Pool Configuration

Appendix Candera Memory Pools Analysis

Fragmentation A heap will fragment, when buffers with different lifetimes get allocated Fragmentation endangers system stability over run time Heap Areas Permanent Allocation  will never return the allocated block to the backing heap will be ...

“Unexpected” Allocations

Appendix Candera Memory Pools Analysis

VRAM Memory Pool [Applicable for platforms Traveo, Traveo II, RH850] Why in the VRAM 4 buffers are allocated for render buffers of a single Render Target? What happens: During a transition first scene is unloaded, next scene is loaded In case of start...

Introduction

Best Practice Content Design Best Practices

CGI Studio - Scene Composer, and the Candera Graphics Engine - provides a tool chain which is targeted at embedded real-time 2D/3D graphics. As embedded platforms do not have the computing power of modern desktop hardware it is often necessary to adapt 2D/3D g...

Content Design Guidelines

Best Practice Content Design Best Practices

Embedded 2D/3D hardware is optimized for low power consumptions and reliable operation in industrial environments (e.g. very low or very high temperature). The processing power of embedded devices thus can’t be compared to desktop graphics hardware which has s...

Content Creation

Best Practice Content Design Best Practices

Formats supported by CGI Studio 3D File Format: FBX While import software (Autodesk FBX SDK) supports several file formats, due to limitations of different formats, Scene Composer supports FBX import only. Supported 3D Content Mesh: Geometry as Array Buf...

Creating Content with various DCC Tools

Best Practice Content Design Best Practices

As CGI-Studio is building on standard data formats like FBX, PNG, TIFF or TGA it is possible to use almost all modern digital content creation tools (DCC tools) to create 2D/3D content. Examples for 3D content tools are Autodesk 3DS Max, Autodesk Maya or MAXON...

Creating a 3D Font for CGI Studio

Best Practice Content Design Best Practices

The scope of this section is providing step-by-step instructions for creating a 3D font which can be used within the CGI Studio tool chain. Overview Any TrueType font can easily be adapted for use within the CGI tool chain. All needed is an FBX file containi...

CGI Studio Smart Importer

Best Practice Content Design Best Practices

Overview Use the Smart Importer to quickly and easily import digital assets to your solution. With AI assistance you can assign functional HMI controls to elements within your design in a straightforward manner. Several other useful features are included, suc...

Finalization

Candera Tutorial for Application Life Cycle

Description This tutorial explains how to shut down a 2D or 3D application safely. Releasing Scenes First all 3D or 2D scenes must be released. 3D Scenes: contentLoader->ReleaseAllSceneContexts(); m_sceneContexts.Clear(); ...

Asset Library Verification (Optional)

Candera Tutorial for Application Life Cycle

Description The optional Asset Library Verification feature allows asset version checks and provides means to verify the compatibility between an asset library file and an application. Asset Version Information  The asset file contains the following data to...

Dynamic Properties

Candera Tutorial for Application Life Cycle

How to attach a Dynamic Property to CanderaObject An application may want to attach any kind of application specific data to an arbitrary CanderaObject. This is easily possible as CanderaObject derives from DynamicPropertyHost, which can store dynamic propert...

Touch Support

Candera Tutorial for Application Life Cycle

Touch events are derived from generic events and are equally easy to implement.For an example of use have a look at the ToggleButtonWidget and it's base class CgiEventWidget. Set EventMask. The EventMask determines which event types will be sent. ...

Loading of Shaped / Compressed Assets

Candera Tutorial for Application Life Cycle

Loading Shaped Assets Shaped assets are the result of partitioning an asset into several smaller ones, each containing a part of the original asset, based on a predefined set of rules. Please refer to Shape Asset Library chapter for information on how to crea...

Render Loop

Candera Tutorial for Application Life Cycle

Description After loading an asset and creating scenes, this chapter will now explain how an application can trigger and control rendering of 3D and 2D scenes. Basically it is up to the application to define an event loop triggering render calls. Candera pro...

General Overview

Fusion

Functional Overview Fusion is an editor that seamlessly combines the behavior tree and the properties panel in a powerful, yet intuitive interface. The behavior tree is presented as a clear, well-structured diagram for easy visualization. The behavior tr...

Fusion Editor UI

Fusion

Opening Fusion There are multiple ways to open Fusion. Via the menuNavigate to View > Fusion > Fusion. Via the Scene Tree PanelSelect a Node in the Scene Tree, then click the [Fusion...] button in the Extra Scene Tree on the right. Via the State Machine ...

Basic Operations

Fusion

Diagram Display Operations Refer to Fusion Editor UI for an overview of the basic operations associated with the diagrams displayed in Fusion. Diagram Bird's Eye The Diagram Bird's Eye panel is a separate panel that provides a comprehensive overview of th...

Top Node

Fusion

The Fusion node diagram in the Fusion panel always starts with the top node. The Top Node serves as root node in the Fusion diagram and is fixed, meaning it cannot be deleted from the Fusion Editor. The Top Node corresponds to the node selected in the scene t...