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Getting Started

  • Beginning with HOOPS Luminate
  • Licensing
  • Evaluating HOOPS Luminate

Tutorials

  • Tutorials
    • Startup Tutorials
      • Hello World!
      • First App
      • Using the HOOPS Luminate CLI Wrapper in a WPF Application in C#
    • Real-Time Tutorials
      • Integration into an Existing OpenGL Application
      • Integration into an Existing Metal Application
      • Building Basic Primitives
      • Displaying Texts
      • Adding Edges
      • Anchoring Viewpoints in a Window
      • Shapes Hierarchy
      • Using Instance Counters
      • Rendering to an Offscreen Buffer
      • Picking
      • Picking using a Lasso
      • Geometry Layers
      • Material Layers
      • Using Culling Callbacks for Visibility Control
      • Transparency
      • Background Setup: A CAD Style Example
      • Volume View
      • Setup a Composite Image
      • Viewport Shading
      • Cutting Geometries: A Practical Example
      • Cutting Geometries: Using Multiple Cutting Planes
      • Rendering Any Line Thickness Using Quads
      • Hidden Lines Removal: A Real-Time Example
      • Applying Polygon Offset to See Edges of a Geometry
      • Writing Material Controller Properties
      • Writing a Custom Rendering Shader in ARB
      • Writing a Custom Rendering Shader in GLSL
      • Writing a Custom Rendering Shader Using Geometry Program
      • Cartoon Shading
      • Environmental Mapping
      • Creating Panorama
      • Creating Stereoscopic Panorama
      • GI Cache and Tone Mapping for Panorama
      • GI and Light Baking
      • Applying a Logo Over a Material’s Geometry
      • A Billboard Example using an Alpha Mask Texture
      • Stereoscopic Display
      • Oculus Rift
      • HTC Vive
      • Deferred Shading Using Multiple Render Targets
      • Playing an Animation Clip
      • Loading and Playing Skeletal Animations
    • Advanced Real-Time Tutorials
      • Loading a Simple Landscape
      • Importing Geometries
      • Displaying Indoor Models
      • Building a Geometry
        • Building a Geometry - Part 1 - Loading a Source Scene
        • Building a Geometry - Part 2 - Setting Up a GI Cache
        • Building a Geometry - Part 3 - Adding Lights
        • Building a Geometry - Part 4 - Adding Reflection Probes
        • Updating a Geometry
    • Rendering Tutorials
      • Denoising an Image
      • Rendering Large Images
      • Lighting with Physical Lights
      • Outdoor Lighting
      • Generic Material
      • Using the Realistic Material
      • Writing a Custom Software Rendering Shader
      • Adding Displacement Mapping to a Material
      • Rendering Volumetric Effects
      • Defining a Custom Volumetric Effect
      • Rendering Volumetric Clouds
      • Sketch Rendering
      • Tracing Custom Rays
      • Applying Tone Mapping on a Completed Image
      • Path-Tracing
      • Rendering Skies
      • Using Skylight Portals
      • Background Clouds
    • Miscellaneous Tutorials
      • Hidden Lines Removal (Polyhedral HLR)
      • Generating Vector Graphics
      • Saving and Reloading a Custom Container

Tasks

  • Tasks
    • Application
      • Accessing to RED Object Interfaces
      • Assembling a Minimal HOOPS Luminate Application
      • Setup an Error Callback
      • Creating a HOOPS Luminate Window using the RED::Factory
      • Integrating a HOOPS Luminate Window into an Existing OpenGL Window
      • Creating and Destroying Objects using the RED::Factory
      • Creating or Accessing the Resource Manager
      • Writing to HOOPS Luminate Objects using a Transaction
      • Hardware or Software Startup
      • Rendering a Window Contents
      • Software Restart After Failure
      • Enabling Frame Statistics
      • Creating or Destroying an Image
      • Creating or Destroying a Material
      • Creating or Destroying a Font
      • Identifying a Computer’s GPU
      • A GPU’s Installed Driver
      • Creating and Accessing an Auxiliary VRL’s Render Image
      • Creating a Viewpoint and Visualizing Shapes
      • Setup Engine Options
      • Accessing and Customizing the Memory Allocator
      • Setting Up a Simple Camera
    • Scenegraph
      • Change a Shape Visibility using Layersets
      • Creating a RED::LayerSet
      • Creating and Destroying Shapes
      • Streaming a DAG to a .red File
      • Update Bounding Spheres for a Hierarchy of Shapes
      • Adding or Removing Children from a Transform Shape
      • Setup a Mesh Geometry Channels
      • Creating a Font
      • Creating a Text Shape
      • Creating an Instanced Shape
      • Creating a Polygon Shape
    • Material
      • Creating and Destroying Materials
      • Enumerating a Material Controller’s Properties
      • Loading and Duplicating a Material
      • Creating a Generic Material
      • Loading a Material from Library
      • Registering and Adding a Shader to a Material Pass
      • Writing a Simple Custom Rendering Shader
      • Adding a Shader Parameter to a Rendering Shader
      • Defining Software Shader DLL Entry Points
      • Defining Software Shader Local Entry Points
      • Iterating Over Lights in a Software Shader
      • Modifying a Material Priority
      • Mimicking a Direct Shader Setup for Indirect Rendering Passes
      • Checking the Availability of Needed Input Geometry Channels
      • Creating a Realistic Metal Material
      • Creating a Realistic Glass Material
      • Creating a Realistic Liquid Material
      • Creating a Realistic Wood Material
      • Creating a Realistic Marble Material
      • Creating a Realistic Cloth Material
      • Converting PBR Metallic Data to the Realistic Material
    • Image
      • Duplicating an Image
      • Creating a Physical Sky Texture
      • Creating and Destroying Images
      • How to Load and Save Image to File?
      • How to Load and Save Image to .red File?
      • Creating a Bump Map from Any Image
      • Scaling a Normal Map
      • Setting a Render Image
      • Creating a 2D Image
      • Creating a 3D Image
      • Creating a Cube Image
      • Setting a Background Image
    • Light
      • Setup an Ambient Light
      • Setup a Point Light
      • Setup a Spot Light
      • Setup a Directional Light
      • Setup a Beam Light
      • Controlling Visibility of a Physical Light Emitter
      • Setup a Physical Light
      • Setup a Physical Sun Light
      • Setup a Physical Moon Light
      • Setup a Physical Sky Light
      • Adding Clouds to a Sky Light Shape
      • Configuring the Sky for a Y-Up Application
      • Setup a Rectangular Area Light
      • Enable Shadow Mapping
      • Turning on Ray-Traced Shadows
    • File
      • Accessing to Loaded Data
      • Creating a .red File
      • Creating RED Streams
      • Defining .red File Policy
      • Load an Encrypted .red File
      • Loading a .red File
      • Save an Encrypted .red File
      • Replaying an Animation using the Data Manager
      • Loading a File using the Input-Output API
      • Saving a File using the Input-Output API
    • Advanced Real-Time Rendering (ART)
      • Initializing the World
    • Rendering
      • Turning on Adaptive Sampling
      • Enabling GI
      • Computing a View-Dependent GI Cache
      • Computing a View-Dependent 360° GI Cache
      • Computing a World GI Cache
      • Saving and Loading a GI Cache
      • Setting an External GI Cache
      • A Simple Volumetric Effect Example
      • Mixing Hardware and Software Rendering
      • Setting Up a HDR Rendering Pipeline
      • Setting Up Rendering Layers
      • Enabling Tone Mapping
      • Interpolating GI for Flickering-Free Animations
      • Enabling Intel Open Image Denoise
    • Animation
      • Creating an Animation Clip Controller
      • Creating a Skeletal Animation Clip Controller
      • Creating a Skeletal Animation Blender
      • Filtering Skeleton Bones
      • Defining Root Motion Policies for a Walking Character
      • Doing Smooth Transitions between Skeletal Animations
      • Merging Skeletal Animations onto Different Body Parts
    • Miscellaneous
      • Computing an Automatic White Balance Reference
      • Using Built-In User Data

Programming Guide

  • Programming Guide
    • Building a HOOPS Luminate Application
      • HOOPS Luminate Features at a Glance
      • Programming Language
      • Accessing to RED Object Interfaces
      • Deployment
      • Error Tracking
      • Setup an Error Callback
      • OpenGL
      • Metal
      • Software Startup
        • Hardware, Hybrid or Software Start
        • Hardware Event Loop vs. Software Event Loop
      • Hardware or Software Startup
      • Software Restart After Failure
      • Hardware Platforms
        • REDDriversBaseEditor
        • GPU Functional Level
        • Known Hardware Issues
      • Identifying a Computer’s GPU
      • A GPU’s Installed Driver
      • Virtualization Platforms
      • Resource Manager
      • Creating or Accessing the Resource Manager
      • Creating or Destroying an Image
      • Creating or Destroying a Material
      • Creating or Destroying a Font
      • Data Manager
      • Replaying an Animation using the Data Manager
      • Windows
        • Configuring a Window
        • Integration into an External OpenGL Window
        • Managing Multiple Windows and External OpenGL Contexts
      • Creating a HOOPS Luminate Window using the RED::Factory
      • Integrating a HOOPS Luminate Window into an Existing OpenGL Window
      • Viewpoint Render Lists
        • Adding a Background
        • VRL Anti-Aliasing
        • Stereoscopy
      • Creating and Accessing an Auxiliary VRL’s Render Image
      • Viewpoints
        • Matrix Transforms in a Cluster
      • Creating a Viewpoint and Visualizing Shapes
      • Setting Up a Simple Camera
      • Options
      • Setup Engine Options
      • Transaction Management
        • Single-Threaded Graphic Applications
        • Multi-Threaded Performance Critical Applications
        • Software Rendering and Parallel Data Edition
        • Modifying Images During a Draw
      • Writing to HOOPS Luminate Objects using a Transaction
      • Life Cycle of HOOPS Luminate Objects
      • Picking
      • Backbone
      • Accessing and Customizing the Memory Allocator
    • Creating or Accessing the Resource Manager
    • Creating a HOOPS Luminate Window using the RED::Factory
    • Creating and Destroying Objects using the RED::Factory
    • Assembling a Minimal HOOPS Luminate Application
    • HOOPS Luminate Scene Graph Overview
      • Transform Shapes
      • Adding or Removing Children from a Transform Shape
      • Mesh Shapes
        • Skinned Mesh Shapes
      • Setup a Mesh Geometry Channels
      • Line Shapes
      • Point Shapes
      • Light Shapes
        • Real-Time Lights
        • Physical Lights
        • Decay Equations
      • Volumetric Shapes
      • Text Shapes
      • Creating a Font
      • Creating a Text Shape
      • Instances
      • Creating an Instanced Shape
      • Shape Attributes in a Scene Graph
      • Creating a RED::LayerSet
      • Change a Shape Visibility using Layersets
      • Update Bounding Spheres for a Hierarchy of Shapes
      • Using Built-In User Data
      • Culling Methods
    • Creating and Destroying Shapes
    • Building HOOPS Luminate Materials
      • Material Layersets
      • Using Built-in HOOPS Luminate Materials
        • Using the Generic Material
        • Creating a Generic Material
        • Using HOOPS Luminate’s Library of Materials
        • Using the Realistic Material
        • Using HOOPS Luminate’s Material Editor
      • The Material Controller
        • The Material Controller Scripting Language
      • Enumerating a Material Controller’s Properties
      • The Shading Pipeline
      • Registering and Adding a Shader to a Material Pass
      • Mimicking a Direct Shader Setup for Indirect Rendering Passes
      • Checking the Availability of Needed Input Geometry Channels
      • Writing a Custom Material
        • Using Built-in Render Shaders
        • Writing Custom Render Shaders
        • Adding a Shader Parameter to a Rendering Shader
        • Configuring a Render Shader Using a State Shader
        • Default Pass Startup State Shader Configurations
        • Defining Shader Programs by Hardware Platform
      • Rendering Priorities
      • Modifying a Material Priority
      • Controlling Material Batching
    • Creating and Destroying Materials
    • Loading and Duplicating a Material
    • HOOPS Luminate Textures and Images
      • Creating Images
      • Creating and Destroying Images
      • Duplicating an Image
      • Loading and Saving Images
      • Manipulating Images
      • Creating a Bump Map from Any Image
      • 2D Images
      • Creating a 2D Image
      • Setting a Render Image
      • 3D Images
      • Creating a 3D Image
      • Composite Images
      • Cube Images
      • Creating a Cube Image
      • Setting a Background Image
      • Readback Images
    • Rendering with HOOPS Luminate
      • Hardware vs. Software Rendering
      • Mixing Hardware and Software Rendering
      • Rendering 2D Datasets
      • Real-Time Rendering of 3D Datasets
        • Shadow Mapping Detailed
        • Enable Shadow Mapping
        • Advanced Shadows in Real-Time
        • Turning on Ray-Traced Shadows
      • Setting Up a HDR Rendering Pipeline
      • Software Rendering of 3D Datasets
        • Ray-Tracing
        • Path-Tracing
        • Global Illumination
        • Enabling GI
        • Caustics
        • Volumetric Effects
        • A Simple Volumetric Effect Example
      • Post Processing
        • Tone Mapping
        • Enabling Tone Mapping
      • Denoising
        • Denoising with Intel Open Image Denoise
        • Enabling Intel Open Image Denoise
      • Generating Vector Graphics
      • Non Photo Realistic Rendering (NPR)
      • Rendering Large Images
    • Rendering a Window Contents
    • Sky Model
      • Night Sky
      • Customization of the Model
      • Adding Clouds to the Sky Texture
      • Adding Clouds to a Sky Light Shape
    • Rendering Photo-Realistic Images
      • Setup the Rendering
      • Using Physical Lights
      • Setup Materials
      • Setup Geometries
      • Tonemapping Explained
    • Advanced Real-Time Rendering
      • Key Advanced Real-Time Features
      • Quickstart with Advanced Real-Time
      • Initializing the World
      • Data Production Workflow
      • Assembling an Advanced Real-Time Application
      • Asset Editor
      • Performance and Hardware
    • Rendering Large Assemblies
      • Defining the Scene Graph Architecture
      • Choosing a Shading Model
      • Reducing the Geometry Bandwidth
      • A Parallel Application Architecture
      • Levels Of Detail
      • Data Streaming
      • Floating Origins
    • Analyzing Performances
      • Hardware Display Performances
      • Software Display Performances
      • Memory Usage
      • Modifying Engine Data
      • Anti-Aliasing
    • Enabling Frame Statistics
    • Importing Data
      • Autodesk 3DS Max Plug-In
      • DWG Import using Teigha
        • Document Architecture
        • Converting Geometries
        • Materials and Lighting
      • Parasolid Import
      • Input-Output API
      • Saving a File using the Input-Output API
    • The .red File Format
      • Saving .red Files
      • Loading .red Files
      • Loading a .red File
    • Animation System
      • Skeletal Animation
        • Blending Skeletal Animations Together
        • Creating a Skeletal Animation Blender
        • Doing Smooth Transitions between Skeletal Animations
        • Merging Skeletal Animations onto Different Body Parts
      • Filtering Skeleton Bones
      • Creating an Animation Clip Controller
      • Defining Root Motion Policies for a Walking Character
    • Creating an Animation Clip Controller
    • Rendering Clouds of Points: A Dynamic Point Splatting Example
      • How to Handle Efficiently the High Number of Points?
      • Preparing the Point Shape Data
      • Writing Shaders to Render the Points
      • Filtering the Noise
    • Improving CAD Graphics
      • Sourcing Informations
      • Setup a Sun Shadowing Workflow
      • Setup Environment Maps
      • Computing Ambient Occlusion
      • Assembling New Materials
      • HDR Rendering Pipeline

API References

  • HOOPS Luminate API Reference
    • Functions
    • Classes and Data Structures
    • Files
      • ART.h
        • ART
      • ARTFactory.h
        • Factory
        • ART
      • ARTIAssetManager.h
        • IAssetManager
        • ART
      • ARTIAtlas.h
        • IAtlas
        • ART
      • ARTICamera.h
        • ICamera
        • ART
      • ARTIEntity.h
        • IEntity
        • ART
      • ARTIGeometry.h
        • IGeometry
        • ART
      • ARTILight.h
        • ILight
        • ART
      • ARTIMaterial.h
        • IMaterial
        • ART
      • ARTIObserver.h
        • IObserver
        • ART
      • ARTIOptions.h
        • IOptions
        • ART
      • ARTIPlanet.h
        • IPlanet
        • ART
      • ARTIReflectionProbe.h
        • IReflectionProbe
        • ART
      • ARTIStar.h
        • IStar
        • ART
      • ARTIStatistics.h
        • IStatistics
        • ART
      • ARTIWorld.h
        • IWorld
        • ART
      • RED.h
        • RED
      • REDAnimationClip.h
        • AnimationClip
        • RED
      • REDAnimationData.h
        • AnimationData
        • RED
      • REDBoundingSphere.h
        • BoundingSphere
        • RED
      • REDChunkInterpretersDictionary.h
        • ChunkInterpretersDictionary
        • RED
      • REDCID.h
        • CID
        • RED
      • REDColor.h
        • Color
        • RED
      • REDFactory.h
        • Factory
        • RED
      • REDFileSystemTools.h
        • FileSystemTools
        • RED
      • REDFrameStatistics.h
        • PassStatistics
        • ViewpointStatistics
        • FrameStatistics
        • RED
      • REDIAnimationClipController.h
        • IAnimationClipController
        • RED
      • REDIChunkInterpreter.h
        • RED
      • REDIChunkSaver.h
        • IChunkSaver
        • RED
      • REDICloudsVolumeShape.h
        • ICloudsVolumeShape
        • RED
      • REDIDataManager.h
        • IDataManager
        • RED
      • REDIFont.h
        • IFont
        • RED
      • REDIGeometryDatabase.h
        • IGeometryDatabase
        • RED
      • REDIGICache.h
        • IGICache
        • RED
      • REDIGraphicDevice.h
        • GPUID
        • IGraphicDevice
        • RED
      • REDIImage.h
        • IImage
        • RED
      • REDIImage2D.h
        • IImage2D
        • RED
      • REDIImage3D.h
        • IImage3D
        • RED
      • REDIImageComposite.h
        • IImageComposite
        • RED
      • REDIImageCube.h
        • IImageCube
        • RED
      • REDIImageReadback.h
        • IImageReadback
        • RED
      • REDILicense.h
        • LicenseTime
        • ILicense
        • RED
      • REDILightShape.h
        • ILightShape
        • RED
      • REDILineShape.h
        • ILineShape
        • RED
      • REDImageTools.h
        • ImageTools
        • RED
      • REDIMaterial.h
        • IMaterial
        • RED
      • REDIMaterialController.h
        • IMaterialController
        • RED
      • REDIMaterialControllerProperty.h
        • IMaterialControllerProperty
        • RED
      • REDIMeshShape.h
        • IMeshShape
        • RED
      • REDIMoonLightShape.h
        • IMoonLightShape
        • RED
      • REDIObject.h
        • IREDObject
        • RED
      • REDIOptions.h
        • IOptions
        • RED
      • REDIOTools.h
        • IOTools
        • RED
      • REDIPhysicalLightShape.h
        • IPhysicalLightShape
        • RED
      • REDIPointShape.h
        • IPointShape
        • RED
      • REDIREDFile.h
        • FileHeader
        • FileInfo
        • IREDFile
        • RED
      • REDIReferenceManager.h
        • IReferenceManager
        • RED
      • REDIReferenceSolving.h
        • IReferenceSolving
        • RED
      • REDIResourceManager.h
        • IResourceManager
        • RED
      • REDIShape.h
        • IShape
        • RED
      • REDISkeletalAnimationBlender.h
        • ISkeletalAnimationBlender
        • RED
      • REDISkeletalAnimationController.h
        • ISkeletalAnimationController
        • RED
      • REDISkyLightShape.h
        • ISkyLightShape
        • RED
      • REDISoftBucket.h
        • ISoftBucket
        • RED
      • REDISoftLight.h
        • ISoftLight
        • RED
      • REDISoftRayContext.h
        • ISoftRayContext
        • RED
      • REDISoftRenderingContext.h
        • ISoftRenderingContext
        • RED
      • REDISoftShaderContext.h
        • ISoftShaderContext
        • RED
      • REDIStream.h
        • IStream
        • RED
      • REDISunLightShape.h
        • ISunLightShape
        • RED
      • REDITextShape.h
        • ITextShape
        • RED
      • REDITransformShape.h
        • ITransformShape
        • RED
      • REDIUserData.h
        • IUserData
        • RED
      • REDIViewpoint.h
        • IViewpoint
        • RED
      • REDIViewpointRenderList.h
        • IViewpointRenderList
        • RED
      • REDIVolumeShape.h
        • IVolumeShape
        • RED
      • REDIWindow.h
        • IWindow
        • RED
      • REDLayerSet.h
        • LayerSet
        • RED
      • REDMath.h
        • RED
      • REDMatrix.h
        • Matrix
        • RED
      • REDMemoryAllocator.h
        • MemoryAllocator
        • RED
      • REDMemoryLeakTracker.h
        • MemoryLeakTracker
        • MemInfos
        • RED
      • REDMutex.h
        • Mutex
        • RED
      • REDNoise.h
        • Noise
        • RED
      • REDObject.h
        • Object
        • RED
      • REDOptionList.h
        • RED
      • REDPostProcess.h
        • PostProcess
        • RED
      • REDProduct.h
        • Product
        • RED
      • REDQuaternion.h
        • Quaternion
        • RED
      • REDRandom.h
        • RNG
        • Random
        • FastRandom
        • RED
      • REDRayCutoffShader.h
        • RayCutoffShader
        • RED
      • REDRayGIDiffuseShader.h
        • RayGIDiffuseShader
        • RED
      • REDRayGIReflectionColorShader.h
        • RayGIReflectionColorShader
        • RED
      • REDRayGIRefractionColorShader.h
        • RayGIRefractionColorShader
        • RED
      • REDRayReflectionShader.h
        • RayReflectionShader
        • RED
      • REDRayRefractionShader.h
        • RayRefractionShader
        • RED
      • REDReflectionShader.h
        • ReflectionShader
        • RED
      • REDRenderCode.h
        • RenderCode
        • RED
      • REDRenderLayer.h
        • RenderLayer
        • RED
      • REDRenderShader.h
        • RenderShaderData
        • RenderShader
        • RED
      • REDRenderShaderAAFilter.h
        • RenderShaderAAFilter
        • RED
      • REDRenderShaderAmbient.h
        • RenderShaderAmbient
        • RED
      • REDRenderShaderAnisotropic.h
        • RenderShaderAnisotropic
        • RED
      • REDRenderShaderEdges.h
        • RenderShaderEdges
        • RED
      • REDRenderShaderEnvironmental.h
        • RenderShaderEnvironmental
        • RED
      • REDRenderShaderLambert.h
        • RenderShaderLambert
        • RED
      • REDRenderShaderLogo.h
        • RenderShaderLogo
        • RED
      • REDRenderShaderParameter.h
        • RenderShaderParameter
        • RED
      • REDRenderShaderPhong.h
        • RenderShaderPhong
        • RED
      • REDRenderShaderRefractionEffect.h
        • RenderShaderRefractionEffect
        • RED
      • REDRenderShaderSectionCut.h
        • RenderShaderSectionCut
        • RED
      • REDRenderShaderSolid.h
        • RenderShaderSolid
        • RED
      • REDRenderShaderText.h
        • RenderShaderText
        • RED
      • REDRenderShaderVertexColor.h
        • RenderShaderVertexColor
        • RED
      • REDRenderShaderViewport.h
        • RenderShaderViewport
        • RED
      • REDShader.h
        • Shader
        • RED
      • REDShaderProgramID.h
        • ShaderProgramID
        • RED
      • REDShaderString.h
        • ShaderString
        • RED
      • REDShapePath.h
        • ShapePath
        • LeafData
        • RED
      • REDSoftShaderCallback.h
        • SoftFrameBufferSample
        • RED
      • REDState.h
        • State
        • RED
      • REDStateShader.h
        • StateShaderPlatformData
        • StateShader
        • RED
      • REDSTL.h
        • Vector
        • Map
        • RED
      • REDStreamingPolicy.h
        • StreamingPolicy
        • RED
      • REDString.h
        • String
        • RED
      • REDThreads.h
        • Thread
        • RED
      • REDTimer.h
        • Timer
        • RED
      • REDUserData.h
        • UserData
        • RED
      • REDUserDataRaw.h
        • UserDataRaw
        • RED
      • REDVector3.h
        • Vector3
        • RED
      • REDVector4.h
        • Vector4
        • RED
      • REDVersion.h
        • Version
        • RED
      • REDVolumetricEffect.h
        • VolumetricEffect
        • RED
      • REDVolumetricEffectBoxVolume.h
        • VolumetricEffectBoxVolume
        • RED
      • REDVolumetricEffectClouds.h
        • VolumetricEffectClouds
        • RED
      • REDVolumetricEffectLightVolume.h
        • VolumetricEffectLightVolume
        • RED
      • REDWindowRenderInfo.h
        • REDMetalCommandQueue
        • WindowRenderInfo
        • RED
      • RNETAdapter.h
        • Adapter
        • RNET
      • RNETAddress.h
        • Address
        • RNET
      • RNETIMessage.h
        • IMessage
        • RNET
      • RNETIPeer.h
        • IPeer
        • RNET
      • RNETLog.h
        • LogEntry
        • RNET
      • RNETSystem.h
        • System
        • RNET
      • RFK.h
      • RFKTutorialApplication.h
        • EventInfo
        • UserVariable
        • TutorialApplication
        • RED
        • RFK
    • Namespaces
      • ART
        • Factory
        • IAssetManager
        • IAtlas
        • ICamera
        • IEntity
        • IGeometry
        • ILight
        • IMaterial
        • IObserver
        • IOptions
        • IPlanet
        • IReflectionProbe
        • IStar
        • IStatistics
        • IWorld
      • RED
        • AnimationClip
        • AnimationData
        • BoundingSphere
        • ChunkInterpretersDictionary
        • CID
        • Color
        • Factory
        • FastRandom
        • FileHeader
        • FileInfo
        • FileSystemTools
        • FrameStatistics
        • GPUID
        • IAnimationClipController
        • IChunkSaver
        • ICloudsVolumeShape
        • IDataManager
        • IFont
        • IGeometryDatabase
        • IGICache
        • IGraphicDevice
        • IImage
        • IImage2D
        • IImage3D
        • IImageComposite
        • IImageCube
        • IImageReadback
        • ILicense
        • ILightShape
        • ILineShape
        • ImageTools
        • IMaterial
        • IMaterialController
        • IMaterialControllerProperty
        • IMeshShape
        • IMoonLightShape
        • IOptions
        • IOTools
        • IPhysicalLightShape
        • IPointShape
        • IREDFile
        • IREDObject
        • IReferenceManager
        • IReferenceSolving
        • IResourceManager
        • IShape
        • ISkeletalAnimationBlender
        • ISkeletalAnimationController
        • ISkyLightShape
        • ISoftBucket
        • ISoftLight
        • ISoftRayContext
        • ISoftRenderingContext
        • ISoftShaderContext
        • IStream
        • ISunLightShape
        • ITextShape
        • ITransformShape
        • IUserData
        • IViewpoint
        • IViewpointRenderList
        • IVolumeShape
        • IWindow
        • LayerSet
        • LicenseTime
        • Map
        • Matrix
        • MemoryAllocator
        • MemoryLeakTracker
        • Mutex
        • Noise
        • Object
        • PassStatistics
        • PostProcess
        • Product
        • Quaternion
        • Random
        • RayCutoffShader
        • RayGIDiffuseShader
        • RayGIReflectionColorShader
        • RayGIRefractionColorShader
        • RayReflectionShader
        • RayRefractionShader
        • ReflectionShader
        • RenderCode
        • RenderLayer
        • RenderShader
        • RenderShaderAAFilter
        • RenderShaderAmbient
        • RenderShaderAnisotropic
        • RenderShaderData
        • RenderShaderEdges
        • RenderShaderEnvironmental
        • RenderShaderLambert
        • RenderShaderLogo
        • RenderShaderParameter
        • RenderShaderPhong
        • RenderShaderRefractionEffect
        • RenderShaderSectionCut
        • RenderShaderSolid
        • RenderShaderText
        • RenderShaderVertexColor
        • RenderShaderViewport
        • RNG
        • Shader
        • ShaderProgramID
        • ShaderString
        • ShapePath
        • SoftFrameBufferSample
        • State
        • StateShader
        • StateShaderPlatformData
        • StreamingPolicy
        • String
        • Thread
        • Timer
        • UserData
        • UserDataRaw
        • Vector
        • Vector3
        • Vector4
        • Version
        • ViewpointStatistics
        • VolumetricEffect
        • VolumetricEffectBoxVolume
        • VolumetricEffectClouds
        • VolumetricEffectLightVolume
        • WindowRenderInfo
      • RFK
        • EventInfo
        • TutorialApplication
        • UserVariable
      • RNET
        • Adapter
        • Address
        • IMessage
        • IPeer
        • LogEntry
        • System

Additional Resources

  • Release Notes
    • HOOPS Luminate 2024.6.0
    • HOOPS Luminate 2024.5.0
    • HOOPS Luminate 2024.4.0
    • HOOPS Luminate 2024.3.0
    • HOOPS Luminate 2024.2.0
    • HOOPS Luminate 2024.1.0
    • HOOPS Luminate 2024
  • Redway Legacy Release Notes
    • REDsdk 5.3
      • REDsdk 5.3 API Changes
    • REDsdk 5.2
      • REDsdk 5.2 API Changes
    • REDsdk 5.1
      • REDsdk 5.1 API Changes
    • REDsdk 5.0
      • REDsdk 5.0 API Changes
    • REDsdk 4.3
      • REDsdk 4.3 API Changes
    • REDsdk 4.2
      • REDsdk 4.2 API Changes
    • REDsdk 4.1
      • REDsdk 4.1 API Changes
    • REDsdk 4.0
      • REDsdk 4.0 API Changes
  • Acknowledgements
  • Downloads
  • Utilizing CMake with Samples
  • HOOPS Luminate Documentation Archives

Support

  • Community Forum
  • Knowledge Base
  • Support
  • Contact Us
HOOPS Luminate
  • Tasks
  • Scenegraph
Previous Next

Scenegraph

  • Change a Shape Visibility using Layersets
  • Creating a RED::LayerSet
  • Creating and Destroying Shapes
  • Streaming a DAG to a .red File
  • Update Bounding Spheres for a Hierarchy of Shapes
  • Adding or Removing Children from a Transform Shape
  • Setup a Mesh Geometry Channels
  • Creating a Font
  • Creating a Text Shape
  • Creating an Instanced Shape
  • Creating a Polygon Shape
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