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Fix broken link and some missing emphasis.
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baldurk
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f124f3f389
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4bb04c6dae
@@ -26,7 +26,7 @@ Current Windows+D3D11 Feature set
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* Timeline bar of the scene hierarchy.
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* Displays scene left-to-right in time, event hierarchy top-to-bottom.
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* _Not_ scaled based on time of each drawcall
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* *Not* scaled based on time of each drawcall
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* Individual draw events are shown as dots when the tree is full expanded.
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* The currently selected resource in the texture viewer is highlighted below individual drawcalls visible that use it - e.g. purple for 'used for write', green for 'used for read'
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@@ -73,7 +73,7 @@ Most features are present and supported for both D3D11 and OpenGL, but some are
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* Timeline bar of the scene hierarchy.
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* Displays scene left-to-right in time, event hierarchy top-to-bottom.
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* _Not_ scaled based on time of each drawcall
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* *Not* scaled based on time of each drawcall
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* Individual draw events are shown as dots when the tree is full expanded.
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* The currently selected resource in the texture viewer is highlighted below individual drawcalls visible that use it - e.g. purple for 'used for write', green for 'used for read'
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@@ -118,7 +118,7 @@ As Vulkan is still in early support, some features are not yet supported. Featur
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* Timeline bar of the scene hierarchy.
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* Displays scene left-to-right in time, event hierarchy top-to-bottom.
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* _Not_ scaled based on time of each drawcall
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* *Not* scaled based on time of each drawcall
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* Individual draw events are shown as dots when the tree is full expanded.
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* The currently selected resource in the texture viewer is highlighted below individual drawcalls visible that use it - e.g. purple for 'used for write', green for 'used for read'
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@@ -67,7 +67,7 @@ There are various visualisation controls that allow you to select different chan
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* The thumbnail strip (by default to the right) lists either the output targets, or shader inputs bound and used at present. Selecting each of these (the red outline on the thumbnail indicating which is selected) will follow whatever resource is bound to that slot as you browse through the scene.
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E.g. if you select render target 0 then the texture display will update to show the currently bound render target 0 regardless of which texture that is. If the slot you are following becomes unbound or unused, the previous texture will still be displayed up until you select a different pipeline slot, or the slot is bound again. Unbound texture slots show up with _Unbound_ listed under their thumbnail.
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E.g. if you select render target 0 then the texture display will update to show the currently bound render target 0 regardless of which texture that is. If the slot you are following becomes unbound or unused, the previous texture will still be displayed up until you select a different pipeline slot, or the slot is bound again. Unbound texture slots show up with *Unbound* listed under their thumbnail.
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To open a specific texture and watch it even as it changes slots or becomes unbound, you can open it in a new locked tab. Right click on the thumbnail and 'open in new locked tab', or :doc:`open it by name <../how/how_view_texture>`.
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@@ -6,7 +6,7 @@ Tips & Tricks
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This page is a random hodge-podge of different tips and tricks that might not be obvious and aren't practical to make clear in the UI - e.g. keyboard shortcuts, edge cases and suchlike.
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#. File associations for .rdc and .cap files can be set up in the installer or in the :doc:`../window/option_window`. These allow automatic opening of capture logs or capture settings files directly from files.
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#. File associations for .rdc and .cap files can be set up in the installer or in the :doc:`../window/options_window`. These allow automatic opening of capture logs or capture settings files directly from files.
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.. note::
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@@ -24,7 +24,7 @@ How to browse this documentation
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If you just want to dive straight in and learn how to get started using RenderDoc consider looking at the :doc:`getting_started/quick_start` section which gives a simple introduction on how to get started. Afterwards there are reference pages on each of the windows available in RenderDoc which can be referred to as you use the program, or skimmed to get a feel for the functionality available.
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Those of you familiar with other graphics debuggers will likely find much of RenderDoc recognisable, you might want to check out the :doc:`getting_started/faq`, :doc:`getting_started/features`, :doc:`getting_started/tips_tricks` or browse the How Do I... ? sections which detail how some common tasks are accomplished.
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Those of you familiar with other graphics debuggers will likely find much of RenderDoc recognisable, you might want to check out the :doc:`getting_started/faq`, :doc:`getting_started/features`, :doc:`getting_started/tips_tricks` or browse the :doc:`how/index` sections which detail how some common tasks are accomplished.
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Regardless of your experience or patience for documentation it's recommended that you read the :doc:`getting_started/gotchas_known_issues` as this details known bugs and current limitations of the program.
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