Correct spelling/grammar mistakes in docs

This commit is contained in:
baldurk
2018-05-08 14:09:27 +01:00
parent 2efce90591
commit 1a9e22e2f2
18 changed files with 32 additions and 33 deletions
+5 -5
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@@ -10,7 +10,7 @@ RenderDoc has some very light anonymous analytics to allow analysis of which fea
The complete details of the analytics can be found in the page about :doc:`../behind_scenes/analytics`, but the brief outline is that RenderDoc records data **only in the replay program** and does not record any data that is specific to any captured programs. The data recorded is primarily boolean flags indicating whether or not a given feature, API, or platform is used or not. You can see the precise list of data gathered on your current RenderDoc build in the settings menu under the :guilabel:`Anonymous Analytics` section.
The analytics data is summarised and transmitted securely and anonymously to RenderDoc's server. The aggeregated statistics are available for anyone to see at `the analytics homepage <https://renderdoc.org/analytics>`_.
The analytics data is summarised and transmitted securely and anonymously to RenderDoc's server. The aggregated statistics are available for anyone to see at `the analytics homepage <https://renderdoc.org/analytics>`_.
Enabling the analytics is greatly appreciated, if you have any concerns about the data gathered you can choose to manually verify each report before it's submitted.
@@ -62,7 +62,7 @@ Currently RenderDoc supports Vulkan 1.0, D3D11 (up to D3D11.3), D3D12, OpenGL 3.
Vulkan support has :doc:`a few notes <../behind_scenes/vulkan_support>`, as does :doc:`D3D12 <../behind_scenes/d3d12_support>`.
Future API support is at this point not clear; Metal, WebGL, and perhaps D3D9/D3D10 all being possible. Support for new APIs will be balanced against all other work such as features for existing APIs, bugfixes. So if you care strongly about support for a new API make sure to `file an issue on github <https://github.com/baldurk/renderdoc/issues>`_ or comment on an existing issue to register your interest.
Future API support is at this point not clear; Metal, WebGL, and perhaps D3D9/D3D10 all being possible. Support for new APIs will be balanced against all other work such as features for existing APIs, bugfixes. So if you care strongly about support for a new API make sure to `file an issue on GitHub <https://github.com/baldurk/renderdoc/issues>`_ or comment on an existing issue to register your interest.
How can I backup or restore my settings?
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@@ -80,7 +80,7 @@ RenderDoc doesn't install any registry keys on windows aside from those required
Which network ports does RenderDoc use?
---------------------------------------
RenderDoc uses TCP and UDP ports ``38920-38927`` consecutively for remote access and control (ie. capturing remotely) for each new program that is opened on a machine. Note that even if you initiate a capture locally these ports are still opened for listening. These are the ports that are probed on a remote host to see if a connection exists.
RenderDoc uses TCP and UDP ports ``38920-38927`` consecutively for remote access and control (i.e. capturing remotely) for each new program that is opened on a machine. Note that even if you initiate a capture locally these ports are still opened for listening. These are the ports that are probed on a remote host to see if a connection exists.
RenderDoc also uses TCP and UDP ports ``39920`` for remote replay connections, for when a remote host is used to replay and analyse the capture.
@@ -123,9 +123,9 @@ For texture formats that explicitly specify that they contain sRGB data this isn
For other textures it's more difficult - for starters they may actually contain sRGB data but the correction is handled by shaders so there's no markup. Or indeed the application may not be gamma-correct so the data is sRGB but uncorrected. If we display these textures in a technically correct way, such that the data is not over or under gamma-corrected, the result often looks 'wrong' or unintuitively different from expected.
Nothing is actually wrong here except perhaps that when visualising linear data it is often more convenient to "overcorrect" such that the data is perceptually linear. A good example to use is a normal map: The classic deep blue of (127,127,255) flat normals is technically incorrect as everyone is used to visualising these textures in programs that display the data as if it were sRGB (which is the convention for normal images that do not represent vectors).
Nothing is actually wrong here except perhaps that when visualising linear data it is often more convenient to "over-correct" such that the data is perceptually linear. A good example to use is a normal map: The classic deep blue of (127,127,255) flat normals is technically incorrect as everyone is used to visualising these textures in programs that display the data as if it were sRGB (which is the convention for normal images that do not represent vectors).
You can override this behaviour on any texture that isn't listed as explicitly sRGB with the gamma (γ) button - toggle this off and the overcorrection will be disabled.
You can override this behaviour on any texture that isn't listed as explicitly sRGB with the gamma (γ) button - toggle this off and the over-correction will be disabled.
RenderDoc makes my bug go away! Or causes new artifacts that weren't there
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@@ -60,7 +60,7 @@ Current Common Feature set
* Python scripting console with full documented API, giving complete access to RenderDoc internals, core data structures, and the Qt UI itself.
* Import and Export of captures
* Captures have an internal in-memory representation containing the full serialised data of all function calls, as well as associated metadat.
* Captures have an internal in-memory representation containing the full serialised data of all function calls, as well as associated metadata.
* This capture representation can be used to export an ``.rdc`` file to another form that's easier for external tools to work with such as ``.xml``.
* If the external format contains full expression of data, it can then be imported again back into an ``.rdc`` after modification.
* This also allows generation of RenderDoc captures from arbitrary data into a standard format.
@@ -95,7 +95,7 @@ OpenGL & OpenGL ES
* Support for OpenGL ES 2.0 - 3.2 on Linux and Android.
* Tree hierarchy of events defined by any of the standard or vendor-specific extensions, and ``KHR_debug`` object labels used for object naming.
Captures have a very limited amount of portability between machines. Many hardware-specific feature uses are baked into captures, and portability depends on how similar the captuer and replay hardware are, whether these feature uses can map the same in both cases. Captures are however completely portable between different OSes with sufficiently comparable hardware.
Captures have a very limited amount of portability between machines. Many hardware-specific feature uses are baked into captures, and portability depends on how similar the capture and replay hardware are, whether these feature uses can map the same in both cases. Captures are however completely portable between different OSes with sufficiently comparable hardware.
See Also
--------
@@ -12,7 +12,7 @@ Things to Note
* RenderDoc doesn't serialise out the initial contents of large graphics resources when it believes that they will not be used in replay. e.g. a G-Buffer render target will not be saved out as it is initialised and written to in-frame. This detection will go wrong if a render target is partially written to but partially re-used, as RenderDoc will count this as initialised in-frame. This could happen e.g. with an accumulating texture that is written to in the frame over the top of previous results.
You can override this behaviour by selecting 'Save All Initials' in the :doc:`capture options <../how/how_capture_frame>` before capturing, as this will force RenderDoc to serialise out all initial contents regardless, at the cost of larger logfiles and slightly slower replay app analysis.
You can override this behaviour by selecting 'Save All Initials' in the :doc:`capture options <../how/how_capture_frame>` before capturing, as this will force RenderDoc to serialise out all initial contents regardless, at the cost of larger capture files and slightly slower replay app analysis.
* When capturing, only one swapchain is captured at any given time. The in-app overlay renders to all swapchains but only one is considered "active" at any given time - this can be cycled with the F11 key. The capture key will trigger a capture at the next swap of the currently active swapchain.
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@@ -14,7 +14,7 @@ To capture a frame, begin by selecting :guilabel:`File` → :guilabel:`Launch Ap
Launching an executable
The defaults work pretty well in most situations, so you can just either browse to or drag in your exe into the Executable box. If the working directory box is empty then the Executable's directory will be used. Enter any command line you may need and click Launch to launch the application with RenderDoc.
The defaults work pretty well in most situations, so you can just either browse to or drag in your exe into the Executable box. If the working directory box is empty then the executable's directory will be used. Enter any command line you may need and click Launch to launch the application with RenderDoc.
More details of the specific options and their functionality can be found in the details page for the :doc:`../window/capture_attach`.
@@ -37,7 +37,7 @@ When ready, press the Capture Key (:kbd:`F12` or :kbd:`Print Screen`) and the ne
The in-application RenderDoc Overlay
When the application exits, if you captured a frame it will automatically start to open in the RenderDoc UI. If you didn't capture a frame then nothing will happen and the RenderDoc UI will be back as it was when you clicked Lanuch.
When the application exits, if you captured a frame it will automatically start to open in the RenderDoc UI. If you didn't capture a frame then nothing will happen and the RenderDoc UI will be back as it was when you clicked Launch.
If you made multiple captures you will see a thumbnail list that allows you to open (in the current instance or a new instance to compare side-by-side), save and delete them as you wish. You can also access this view while the program is still running, see :doc:`../window/capture_connection` for more information on taking multiple frame captures. Note however that for the simple use-case, you don't need to worry about this!
@@ -139,7 +139,7 @@ The timeline bar is essentially an alternate view of the frame, with the horizon
The frame marker hierarchy is top-down in this case, and can be expanded or collapsed by clicking on each section. In this image, "Render Scene" and "Toon shading draw" are both expanded, but the other sections remain collapsed. Each drawcall is rendered as a blue pip underneath the section of the hierarchy that it is a child of. The current drawcall (if visible) is rendered as a green circle.
There is a vertical line around the current drawcall, as well as a |flag_green| above, and a grey outline around the event where the mouse is hovering.
There is a vertical line around the current drawcall, as well as a |flag_green| above, and a gray outline around the event where the mouse is hovering.
When the currently selected texture is used in the frame, each drawcall that references it draws a marker below the bar. A purple marker indicates that the drawcall at that point is writing to the texture, and a green marker indicates that it is reading. If the markers are too close together they will space themselves to be readable and will not necessarily line up to a particular drawcall unless you zoom in.