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Add a spellchecking mode for sphinx and fix some typos
* The worst one was Persistant -> Persistent. This involved renaming PersistentConfig but the impact of that is considered minimal enough to be worth fixing.
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@@ -17,7 +17,7 @@ Some methods like the two above return information which is global and does not
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During RenderDoc's replay, you can imagine a cursor that moves back and forth between the start and end of the frame. All requests for information that varies - such as texture and buffer contents, pipeline state, and other information will be relative to the current event.
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Every function call within a frame is assigned an ascending ``eventId``, from ``1`` up to as many events as are in the frame. Within the action list returned by :py:meth:`~renderdoc.ReplayController.GetRootActions`, each action contains a list of events in :py:attr:`~renderdoc.ActionDescription.events`. These contain all of the ``eventId`` that immediately preceeded the action. The details of the function call can be found by using :py:attr:`~renderdoc.APIEvent.chunkIndex` as an index into the structured data returned from :py:meth:`~renderdoc.GetStructuredFile`. The structured data contains the function name and the complete set of parameters passed to it, with their values.
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Every function call within a frame is assigned an ascending ``eventId``, from ``1`` up to as many events as are in the frame. Within the action list returned by :py:meth:`~renderdoc.ReplayController.GetRootActions`, each action contains a list of events in :py:attr:`~renderdoc.ActionDescription.events`. These contain all of the ``eventId`` that immediately preceded the action. The details of the function call can be found by using :py:attr:`~renderdoc.APIEvent.chunkIndex` as an index into the structured data returned from :py:meth:`~renderdoc.GetStructuredFile`. The structured data contains the function name and the complete set of parameters passed to it, with their values.
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To change the current active event and move the cursor, you can call :py:meth:`~renderdoc.ReplayController.SetFrameEvent`. This will move the replay to represent the current state immediately after the given event has executed.
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