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https://github.com/baldurk/renderdoc.git
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Update some tips that are out of date
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@@ -64,12 +64,11 @@ void TipsDialog::initialize()
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///////////////////////////////////////////////////////////
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// Tip 1
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m_tips.push_back(
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Tip(tr("Talk to me!"),
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tr("RenderDoc is a labour of love and has been developed from scratch entirely in my "
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"spare time. If you run into a bug, have a feature request or just have a question, "
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"please feel free to get in touch and I'm always happy to talk and help out in any "
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"way I can - baldurk@baldurk.org.")));
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m_tips.push_back(Tip(tr("Talk to me!"),
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tr("RenderDoc is a labour of love and is actively developed. If you run "
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"into a bug, please file it on github and I will investigate it as best "
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"as I can. If you have a feature request for functionality or "
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"improvements please file it as well so that it can be considered.")));
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// Tip 2
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m_tips.push_back(Tip(tr("Quick channel toggling"),
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@@ -109,28 +108,30 @@ void TipsDialog::initialize()
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// Tip 7
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m_tips.push_back(
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Tip(tr("Shader register value display"),
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tr("If you want to see to see a register reinterpreted as different types, you can hover "
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"over it either in the disassembly or in the watch windows. A tooltip will show it "
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"interpreted as float, uint decimal, int decimal or hexadecimal.")));
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tr("If you want to see to see a D3D shader register reinterpreted as different types, "
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"you can hover over it either in the disassembly or in the watch windows. A tooltip "
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"will show it interpreted as float, uint decimal, int decimal or hexadecimal.")));
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// Tip 8
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m_tips.push_back(
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Tip(tr("Custom shader watch expressions"),
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tr("In addition to the pre-filled watch windows while shader debugging, you can also "
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"enter custom watch expressions. This takes the form of e.g. r0.xyz. You can append "
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",x or ,b to specify the type - full list in the docs.\n")));
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",x or ,b to specify the type - full list in the docs.")));
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// Tip 9
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m_tips.push_back(Tip(tr("Shader debugger float/int toggle"),
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tr("By default register values are shown as floats, but you can toggle this "
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"to default to ints either in the shader debugger toolbar, or by right "
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"clicking and toggling int/float display.\n")));
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tr("By default D3D untyped register values are shown as floats, but you can "
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"toggle this to default to ints either in the shader debugger toolbar, "
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"or by right clicking and toggling int/float display.")));
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// Tip 10
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m_tips.push_back(Tip(tr("D3D11 shader debug information"),
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tr("You'll get the best results in RenderDoc by stripping as little as "
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"possible from D3D11 shaders. Reflection data is used all over the place "
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"to produce a nicer debugging experience.\n")));
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m_tips.push_back(
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Tip(tr("Shader debug information"),
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tr("You'll get the best results in RenderDoc by stripping as little debug information as "
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"possible from shaders. Reflection data is used all over the place to produce a nicer "
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"debugging experience.\n\nIf you do strip debug or reflection information, you can "
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"store it separately to be loaded later. More information is in the documentation.")));
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// Tip 11
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m_tips.push_back(
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@@ -177,8 +178,8 @@ void TipsDialog::initialize()
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m_tips.push_back(Tip(tr("Python scripting"),
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tr("RenderDoc supports some amount of Python scripting. Open up the Python "
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"shell in the UI to either use it interactively or load and execute "
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"python scripts.\n\nThe 'renderdoc' object is an instance of the Core "
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"class - see the RenderDoc source for more information.")));
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"python scripts.\n\nThe 'renderdoc' object is an instance of the "
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"'CaptureContext' class - see the documentation for more information.")));
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// Tip 17
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m_tips.push_back(Tip(
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@@ -188,7 +189,7 @@ void TipsDialog::initialize()
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"to view the history of in the texture viewer, and click the 'history' button underneath "
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"the zoomed-in pixel context.\n\nEach event will show up red or green depending on "
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"whether it affected or didn't affect the pixel. By expanding the event, you can see the "
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"possibly several primitives within the action that overdrew the pixel.\n")));
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"possibly several primitives within the draw that overdrew the pixel.\n")));
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// Tip 18
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m_tips.push_back(
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@@ -209,7 +210,7 @@ void TipsDialog::initialize()
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// Tip 20
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m_tips.push_back(
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Tip(tr("Gathering of per-event callstacks"),
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tr("RenderDoc is able to gather callstacks either per-action or per-API event. You can "
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tr("RenderDoc is able to gather callstacks either per-drawcall or per-API event. You can "
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"do this by enabling the option before launching an application capture.\n\nWhen "
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"loading the log, initially the callstacks will not be available until symbols are "
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"resolved. Go to tools -> resolve symbols to load up the pdbs matching the modules "
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@@ -219,7 +220,7 @@ void TipsDialog::initialize()
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m_tips.push_back(Tip(
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tr("Texture debugging overlays"),
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tr("In the texture viewer, you can select from several helpful debugging overlays over the "
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"current view. This can show wireframe or solid coloour overlays of the current action, "
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"current view. This can show wireframe or solid coloour overlays of the current drawcall, "
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"as well as showing depth pass/fail or even representing quad overdraw as a heatmap.\n")));
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// Tip 22
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@@ -265,11 +266,9 @@ void TipsDialog::initialize()
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"over the panel and scrolling, no need to click to change focus.\n")));
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// Tip 27
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m_tips.push_back(
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Tip(tr("Event browser keyboard shortcuts"),
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tr("In the event browser Ctrl-F opens up the find bar, to locate an event by its name. "
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"Ctrl-G opens the jump-to-event to jump to the closest action to a numbered event. "
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"Ctrl-B will toggle a bookmark at the current event.\n")));
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m_tips.push_back(Tip(tr("Event browser keyboard shortcuts"),
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tr("In the event browser Ctrl-F opens up the find bar, to locate an event "
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"by its name. Ctrl-B will toggle a bookmark at the current event.\n")));
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// Tip 28
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m_tips.push_back(
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@@ -281,16 +280,6 @@ void TipsDialog::initialize()
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"projection or the near/far guesses are wrong, you can override them by opening the "
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"view settings with the cog icon.\n")));
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// Tip 29
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m_tips.push_back(
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Tip(tr("Global process hook"),
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tr("Sometimes a particular program is difficult to launch directly through RenderDoc. In "
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"these cases, RenderDoc can install a global system hook that will insert a tiny shim "
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"DLL into every newly-created process on the system. This shim will identify if it is "
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"in the target application and either inject RenderDoc, or unload itself.\n\nNote: "
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"Since it is a global hook this is not without risks, only use if it's the only "
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"alternative, and read the documentation carefully.\n")));
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///////////////////////////////////////////////////////////
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// This section of code is auto-generated. Modifications //
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// will be lost if made by hand. //
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