diff --git a/docs/getting_started/quick_start.rst b/docs/getting_started/quick_start.rst index e980aa4ae..40c331da0 100644 --- a/docs/getting_started/quick_start.rst +++ b/docs/getting_started/quick_start.rst @@ -161,7 +161,7 @@ The Pipeline State window is perhaps the most detailed but also the simplest to By default the pipeline will not contain empty or unused entries - i.e. if a shader only reads from resources 0 and 1, even if something is bound to slot 2 it will not be displayed. Likewise say slots 3-128 are empty - they will also not be displayed. This behaviour can be modified by the :guilabel:`Show Disabled Items` and :guilabel:`Show Empty Items` toggles on the toolbar. Show Disabled will show slot 2 even if the shader does not read from it. Show Empty will show slots 3-128. This behaviour varies significantly by API since the shader binding model is often quite different. -One important thing to note is that most things in the sections for each pipeline stage can be expanded to view in more detail. Look for the Go Icon (|go_arrow|) to indicate that a more detailed view is available. Typically this will mean for shaders the shader source/disassembly will be opened, for texture-type resources the texture viewer will open a new tab for that resource, and for buffers it will open either the Mesh Output window, a raw view of that buffer, or a popup with the constant contents - depending on where the buffer is bound. +One important thing to note is that most things in the sections for each pipeline stage can be expanded to view in more detail. Look for the Go Icon (|go_arrow|) to indicate that a more detailed view is available. Typically this will mean for shaders the shader source/disassembly will be opened, for texture-type resources the texture viewer will open a new tab for that resource, and for buffers it will open either the Mesh Viewer window, a raw view of that buffer, or a popup with the constant contents - depending on where the buffer is bound. .. |link| image:: ../imgs/icons/link.png @@ -169,19 +169,19 @@ Another useful convention is that anywhere an API object is mentioned, its name For more details, check out the how-to: :doc:`../how/how_object_details`. -Mesh Output +Mesh Viewer ``````````` .. figure:: ../imgs/QuickStart/QuickStart8.png - Mesh Output Viewer + Mesh Viewer More details can be found on the :doc:`../window/buffer_viewer` page. .. |arrow_undo| image:: ../imgs/icons/arrow_undo.png .. |cog| image:: ../imgs/icons/cog.png -Mesh Output allows you to inspect the geometry data as it passes through the pipeline. Both raw data in a grid view and 3D inspection is possible. The tabs in the preview window allow you to choose at which part of the pipeline you'd like to visualise the data. +Mesh Viewer allows you to inspect the geometry data as it passes through the pipeline. Both raw data in a grid view and 3D inspection is possible. The tabs in the preview window allow you to choose at which part of the pipeline you'd like to visualise the data. By default the preview shows a wireframe rendering of the mesh, but you can choose solid shading options. This can either be simple shading or use a secondary attribute as color. Right clicking on any column allows you to choose the secondary attribute for rendering. diff --git a/docs/getting_started/tips_tricks.rst b/docs/getting_started/tips_tricks.rst index 62f6cd111..4542b81d5 100644 --- a/docs/getting_started/tips_tricks.rst +++ b/docs/getting_started/tips_tricks.rst @@ -11,7 +11,7 @@ This page is a random hodge-podge of different tips and tricks that might not be For more information check out the :doc:`../window/capture_attach` page. -#. If you'd like to see the geometry data visualised in 3D and with each component separated out and formatted, either open "Mesh Output" under the window menu, or click the Go Arrow |go_arrow| on the vertex input attributes in the :doc:`../window/pipeline_state`. +#. If you'd like to see the geometry data visualised in 3D and with each component separated out and formatted, either open "Mesh Viewer" under the window menu, or click the Go Arrow |go_arrow| on the vertex input attributes in the :doc:`../window/pipeline_state`. #. Right clicking on one of the channel buttons in the texture viewer (R, G, B, A) will either select only that channel, or if it's already the only one selected it will select all of the others. This is useful e.g. to toggle between viewing RGB and alpha, or for looking at individual channels in a packed texture or render target. #. Similarly, right-clicking on the 'auto-fit' button |wand| will auto-fit whenever the texture or event changes, so that the visible range is maintained as you move through the frame. This can be useful if jumping between places where the visible range is very different. Note though that by default the range will be remembered or each texture, so once you have fitted the range once for each texture you should be able to flip back and forth more easily. diff --git a/docs/how/how_object_details.rst b/docs/how/how_object_details.rst index 49ff991e5..97b2df4bf 100644 --- a/docs/how/how_object_details.rst +++ b/docs/how/how_object_details.rst @@ -43,7 +43,7 @@ Viewing Buffers More details on this section are available on the :doc:`../window/buffer_viewer` page. -When opened either from the vertex input section the pipeline state view, or from the :guilabel:`Window` menu under :guilabel:`Mesh Output`, the buffer viewer opens up in the mesh viewer mode. This is a specialisation of the buffer viewer which will show a 3D display of the mesh represented, as well as viewing the mesh buffers at different points in the pipeline. +When opened either from the vertex input section the pipeline state view, or from the :guilabel:`Window` menu under :guilabel:`Mesh Viewer`, the buffer viewer opens up in the mesh viewer mode. This is a specialisation of the buffer viewer which will show a 3D display of the mesh represented, as well as viewing the mesh buffers at different points in the pipeline. In the general case, buffers bound to the pipeline can be opened as a raw buffer viewer. This will open up a view of the buffer similar to the mesh viewer, but with a completely customisable buffer layout. diff --git a/docs/renderdoc.hhk b/docs/renderdoc.hhk index fdc13e224..e92f2dbd4 100644 --- a/docs/renderdoc.hhk +++ b/docs/renderdoc.hhk @@ -406,6 +406,10 @@ +
  • + + +
  • diff --git a/docs/window/buffer_viewer.rst b/docs/window/buffer_viewer.rst index 82cf4a0fe..05d3ad6ea 100644 --- a/docs/window/buffer_viewer.rst +++ b/docs/window/buffer_viewer.rst @@ -1,5 +1,5 @@ -Buffer Viewer/Mesh Output -========================= +Buffer/Mesh Viewer +================== The buffer viewer has two reasonably distinct modes - the first rather specialised to show meshes and the mesh data as it passes through the pipeline. The other shows a raw arbitrary buffer with a custom (and arbitrary) formatting. diff --git a/qrenderdoc/Windows/BufferViewer.cpp b/qrenderdoc/Windows/BufferViewer.cpp index e9eeb7412..483054c97 100644 --- a/qrenderdoc/Windows/BufferViewer.cpp +++ b/qrenderdoc/Windows/BufferViewer.cpp @@ -1800,7 +1800,7 @@ void BufferViewer::SetupRawView() void BufferViewer::SetupMeshView() { - setWindowTitle(tr("Mesh Output")); + setWindowTitle(tr("Mesh Viewer")); // hide buttons we don't want in the toolbar ui->byteRangeLine->setVisible(false); diff --git a/qrenderdoc/Windows/Dialogs/TipsDialog.cpp b/qrenderdoc/Windows/Dialogs/TipsDialog.cpp index f38340470..0e4eafb38 100644 --- a/qrenderdoc/Windows/Dialogs/TipsDialog.cpp +++ b/qrenderdoc/Windows/Dialogs/TipsDialog.cpp @@ -89,15 +89,15 @@ void TipsDialog::initialize() // Tip 4 m_tips.push_back( Tip(tr("Choosing mesh elements to visualise"), - tr("In the mesh output pane, you can right click on any of the element columns to select " - "that element as either position or secondary property to render. This way you can " - "view a mesh in UV space, or visualise normals."))); + tr("In the mesh viewer, you can right click on any of the element columns to select that " + "element as either position or secondary property to render. This way you can view a " + "mesh in UV space, or visualise normals."))); // Tip 5 m_tips.push_back(Tip(tr("Visualising secondary mesh properties"), - tr("In the mesh output pane, you can select an element as 'secondary', and " - "in the solid shading dropdown choosing secondary will display the " - "element as RGB colour on top of the mesh."))); + tr("In the mesh viewer, you can select an element as 'secondary', and in " + "the solid shading dropdown choosing secondary will display the element " + "as RGB colour on top of the mesh."))); // Tip 6 m_tips.push_back( @@ -274,12 +274,12 @@ void TipsDialog::initialize() // Tip 28 m_tips.push_back( Tip(tr("Mesh VS Output camera settings"), - tr("The VS Output pane in the mesh output window will attempt to guess your projection " - "matrix to unproject the vertices into camera space. It assumes a perspective " - "projection and guesses the near and far planes, and matches the aspect ratio to the " - "current output target.\n\nIf these parameters are incorrect - e.g. you are using an " - "orthographic projection or the near/far guesses are wrong, you can override them by " - "opening the view settings with the cog icon.\n"))); + tr("The VS Output pane in the mesh viewer will attempt to guess your projection matrix " + "to unproject the vertices into camera space. It assumes a perspective projection and " + "guesses the near and far planes, and matches the aspect ratio to the current output " + "target.\n\nIf these parameters are incorrect - e.g. you are using an orthographic " + "projection or the near/far guesses are wrong, you can override them by opening the " + "view settings with the cog icon.\n"))); // Tip 29 m_tips.push_back( diff --git a/qrenderdoc/Windows/MainWindow.ui b/qrenderdoc/Windows/MainWindow.ui index 580ad1774..201f814c2 100644 --- a/qrenderdoc/Windows/MainWindow.ui +++ b/qrenderdoc/Windows/MainWindow.ui @@ -272,7 +272,7 @@ - &Mesh Output + &Mesh Viewer