Application
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.
Setting up a REDsdk software vendor license![]() |