Logo

Getting Started

  • Beginning with HOOPS Luminate
  • Licensing
  • Evaluating HOOPS Luminate

Tutorials

  • Startup Tutorials
    • Hello World!
    • First App
  • 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
    • 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
    • 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

Programming Guide

  • Fundamentals
  • 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
    • 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
        • The GPU Programming Pipeline
        • Writing a Simple Custom Rendering Shader
        • The CPU Programming Pipeline
        • Defining Software Shader DLL Entry Points
        • Defining Software Shader Local Entry Points
        • Iterating Over Lights in a Software Shader
        • Shader Debugging
      • 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
        • Feedback
        • Ray-Tracing Options
        • Monte Carlo Sampling
        • Adaptive Sampling
        • Rendering Layers
        • Setting Up Rendering Layers
        • External Custom Primitives
        • Numerical Accuracy
      • Path-Tracing
      • Global Illumination
        • Engine GI Options
        • GI-Related Options
        • GI Generation Modes
        • Computing a View-Dependent GI Cache
        • Computing a View-Dependent 360° GI Cache
        • Computing a World GI Cache
        • GI and Animation
        • Computing a World GI Cache
        • Saving and Loading a GI Cache
        • Setting an External GI Cache
        • Interpolating GI for Flickering-Free Animations
      • 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

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

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
      • REDAxisAlignedBoundingBox.h
        • AxisAlignedBoundingBox
        • 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
        • AxisAlignedBoundingBox
        • 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 2025.5.1
    • HOOPS Luminate 2025.5.0
    • HOOPS Luminate 2025.3.1
    • HOOPS Luminate 2025.3.0
    • HOOPS Luminate 2025.1.0
    • HOOPS Luminate 2024.7.0
    • 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
  • Material Library
  • Archives

Support

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

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