Setting up a REDsdk software vendor license

Learn how to supply a customer ID and an activation key to REDsdk.

Setting up a REDsdk per-seat license

Learn how to set an on-line license to REDsdk.

Accessing to RED object interfaces

This task shows how RED::Object interfaces can be accessed through the dynamic casting mechanism of REDsdk.

Assembling a minimal REDsdk application

This task describes how to organize the minimal set of objects needed to visualize some data on screen.

Setup an error callback

Sample code used to setup an applicative error callback to collect extra informations on errors that can be raised by the system

Creating a REDsdk window using the RED::Factory

Sample code to create a REDsdk rendering window.

Integrating a REDsdk window into an existing OpenGL window

Use this task to insert REDsdk into an existing application without breaking anything.

Creating and destroying objects using the RED::Factory

Create and destroy REDsdk objects using the RED::Factory.

Creating or accessing the resource manager

Sample code to create or to access to the application cluster's resource manager.

Writing to REDsdk objects using a transaction

Access a RED::State transaction object from the resource manager to write data in a REDsdk object.

Hardware or software startup

Initialize REDsdk so that it can run in hardware, hybrid or software rendering modes.

Rendering a window contents

Get your hands on the window rendering calls to visualize something on screen!

Software restart after failure

Restart REDsdk in software mode if no hardware acceleration is available.

Enabling frame statistics

Activate frame statistics to monitor REDsdk activity during the rendering!

Creating or destroying an image

Create or destroy an image using the cluster's resource manager.

Creating or destroying a material

Create or destroy a material using the cluster's resource manager.

Creating or destroying a font

Create or destroy a font using the cluster's resource manager.

Identifying a computer's GPU

Use the RED::IGraphicDevice interface to query a system's available GPUs.

Identifying a GPU's installed driver

Use the RED::IGraphicDevice interface to look for the installed driver of a given GPU.

Creating and accessing an auxiliary VRL's render image

Learn how to create an offscreen rendering buffer, how to render data into it and how to retrieve its image.

Creating a viewpoint and visualizing shapes

Learn how to create a REDsdk camera and to attach scene graph shapes to be visualized.

Setup engine options

Learn how REDsdk engine options can be changed using the RED::IOptions interface.

Accessing and customizing the memory allocator

Learn how to access the memory allocator and how to replace it with an application specific memory allocator.

Setting up a simple camera

Create a viewpoint object, and set it up properly to visualize a model.