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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Render

ComputeShader#

Creating a compute shader to process a million of particles.

ComputeShaderImage#

Creating a compute shader that processes a read-write texture on GPU (without CPU).

FfpDepth#

Demonstration of how to draw visualizer elements taking the depth buffer into account.

GBufferRead#

Demonstration of how to access GBuffer textures during the rendering process.

GBufferWrite#

Demonstration of how to modify GBuffer textures during the rendering process.

RenderTarget#

Rendering to a texture by using the RenderTarget class.

LiDAR#

Warning
The functionality described in this chapter is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.

LiDAR is a method used in robot vacuum cleaners, drones, self-driving cars, etc. for optical scanning of surroundings. This sample contains the LiDAR emulation that can be used for training autopilots and AI. A quick and accurate scaner is implemented using the depth buffer. You can configure your LiDAR (set the desired range, FOV, resolution, and other parameters) via API.

Offscreen#

Warning
The functionality described in this chapter is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.

Running in the background mode, the sample demonstrates graphics context creation, screenshots are periodically saved to the saved_image folder (DirectX only).

Screenshot#

Grabbing a final image from the rendering sequence.

StructuredBuffer#

Creating a simple DXT compression by using structured buffers.

Textures#

Creating a plugin for changing textures on meshes.

Last update: 2023-06-23
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