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Add 'show all instances' mode, and make colours consistent. Closes #248
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@@ -601,6 +601,8 @@ namespace renderdoc
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public bool bgraOrder;
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public SpecialFormat specialFormat;
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public FloatVector meshColour;
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public bool showAlpha;
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public PrimitiveTopology topo;
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@@ -622,16 +624,15 @@ namespace renderdoc
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public float fov = 90.0f;
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public float aspect = 0.0f;
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public bool thisDrawOnly = true;
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public bool showPrevInstances = false;
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public bool showAllInstances = false;
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public bool showWholePass = false;
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public UInt32 curInstance = 0;
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public UInt32 highlightVert;
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public MeshFormat position;
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public MeshFormat secondary;
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public FloatVector prevMeshColour = new FloatVector();
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public FloatVector currentMeshColour = new FloatVector();
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public FloatVector minBounds = new FloatVector();
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public FloatVector maxBounds = new FloatVector();
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public bool showBBox = false;
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+3
-1
@@ -463,9 +463,11 @@
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this.drawRange.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
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this.drawRange.Items.AddRange(new object[] {
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"Only this draw",
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"Show previous instances",
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"Show all instances",
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"Show whole pass"});
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this.drawRange.Name = "drawRange";
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this.drawRange.Size = new System.Drawing.Size(121, 25);
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this.drawRange.Size = new System.Drawing.Size(140, 25);
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this.drawRange.SelectedIndexChanged += new System.EventHandler(this.drawRange_SelectedIndexChanged);
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//
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// toolStripSeparator4
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@@ -303,12 +303,11 @@ namespace renderdocui.Windows
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m_MeshDisplay.solidShadeMode = SolidShadeMode.None;
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solidShading.SelectedIndex = 0;
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m_MeshDisplay.thisDrawOnly = true;
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m_MeshDisplay.showPrevInstances = false;
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m_MeshDisplay.showAllInstances = false;
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m_MeshDisplay.showWholePass = false;
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drawRange.SelectedIndex = 0;
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m_MeshDisplay.currentMeshColour = new FloatVector(1, 0, 0, 1);
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m_MeshDisplay.prevMeshColour = new FloatVector(0, 0, 0, 1);
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if (m_Arcball != null)
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m_Arcball.Camera.Shutdown();
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if (m_Flycam != null)
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@@ -2990,7 +2989,16 @@ namespace renderdocui.Windows
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private void drawRange_SelectedIndexChanged(object sender, EventArgs e)
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{
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m_MeshDisplay.thisDrawOnly = (drawRange.SelectedIndex == 0);
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/*
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"Only this draw",
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"Show previous instances",
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"Show all instances",
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"Show whole pass"
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*/
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m_MeshDisplay.showPrevInstances = (drawRange.SelectedIndex >= 1);
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m_MeshDisplay.showAllInstances = (drawRange.SelectedIndex >= 2);
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m_MeshDisplay.showWholePass = (drawRange.SelectedIndex >= 3);
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render.Invalidate();
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}
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